log(60, "abc")
An alias for print().
log(arg: AnyType): nil
An alias for printJson().
logJson(json: String): nil
An alias for printTable().
logTable(table: Table): nil logTable(javaObject: Userdata): nil logTable(table: Table, maxDepth: Integer): nil logTable(javaObject: Userdata, maxDepth: Integer): nil
A function that writes its arguments to chat. Even though the syntax says only one argument, you can put as many as you want. All of them will print, and they'll be separated by some spaces.
print(arg: AnyType): nil
Takes a Minecraft json string as an argument, and prints it to the chat formatted.
printJson(json: String): nil
The first argument is either a Table, or it's a Userdata, which refers to any of the added Figura types. Prints the table out to chat, specially formatted. If userdata is passed in, it is automatically converted to a table or string, and displayed. In the case of tables inside of tables, the "maxDepth" parameter will be used to determine how far to go. BE CAREFUL WITH RECURSIVE TABLES! If you try to print a table too deeply, then your game may freeze while it calculates everything to print, and you may have to restart your client if you go too crazy with it. Default value for maxDepth is 1.
printTable(table: Table): nil printTable(javaObject: Userdata): nil printTable(table: Table, maxDepth: Integer): nil printTable(javaObject: Userdata, maxDepth: Integer): nil
local library = require("lib.parser") -- this will import a file
The require() function takes the name of one of your scripts, without the .lua extension. If this script has not been already run before, it will run that script and return the value that script returns. If it has been run before, then it will not run the file again, but it will return the same thing as the first time. If a required script has no returns, then require() will return true. If the name you give isn't any of your scripts, it will error.
require(scriptName: String): AnyType

action_wheel

The global instance of ActionWheelAPI.
action_wheel: ActionWheelAPI
Executes the action of the given index. If the index is null, it will execute the last selected action. A second parameter can be given to specify if it should be executed the left or right action.
ActionWheelAPI:execute(): nil ActionWheelAPI:execute(index: Integer): nil ActionWheelAPI:execute(index: Integer, rightClick: Boolean): nil
Returns if the Action Wheel is being currently rendered or not.
ActionWheelAPI:isEnabled(): Boolean
Creates a new Page for the action wheel. A Title can be given to store this page internally. If no Title is given, the Page will just be returned from this function.
ActionWheelAPI:createPage(): Page ActionWheelAPI:createPage(title: String): Page
Returns the index of the currently selected action.
ActionWheelAPI:getSelected(): Integer
Sets the Page of the action wheel to the given Title or Page.
ActionWheelAPI:setPage(pageTitle: String): nil ActionWheelAPI:setPage(page: Page): nil
Returns an stored Page by the given title.
ActionWheelAPI:getPage(pageTitle: String): Page

ActionWheelAPI.leftClick

Function that is executed when the left mouse button is clicked.
leftClick: Function

ActionWheelAPI.rightClick

Function that is executed when the right mouse button is clicked.
rightClick: Function

ActionWheelAPI.scroll

Function that is executed when the mouse is scrolled.
scroll: Function

animation

figura.docs.globals.animation
animation: Table

client

The global instance of ClientAPI.
client: ClientAPI
Returns the "version" of your client. In testing, this returned "Fabric".
ClientAPI.getVersion(): String
Returns a string containing information about the loaded entities on the client. This string appears in the F3 menu.
ClientAPI.getEntityStatistics(): String
Returns the size of the window in Minecraft's interal GUI units.
ClientAPI.getScaledWindowSize(): Vector2
Returns true if the F3 screen is currently open.
ClientAPI.isDebugOverlayEnabled(): Boolean
Returns the type of server you're on. In singleplayer, this is "Integrated".
ClientAPI.getServerBrand(): String
Returns a string containing information about the player's chunk. This string appears in the F3 menu.
ClientAPI.getChunkStatistics(): String
Gets the FPS of the client. Returns 0 if the fps counter isn't ready yet (or if your pc is just that bad).
ClientAPI.getFPS(): Integer
Returns a string containing information about the currently playing sounds on the client. This string appears in the F3 menu.
ClientAPI.getSoundStatistics(): String
Gets the FPS string of the client, displayed in the F3 menu. Contains info on the fps, the fps limit, vsync, cloud types, and biome blend radius.
ClientAPI.getFPSString(): String
Returns true if the client is paused.
ClientAPI.isPaused(): Boolean
Returns the number of currently loaded particles.
ClientAPI.getParticleCount(): String
Returns the number of currently loaded entities.
ClientAPI.getEntityCount(): Integer
Returns the "version type" of your client. In testing, this returned "Fabric".
ClientAPI.getVersionType(): String
Returns the current system time in milliseconds.
ClientAPI.getSystemTime(): Integer
Returns the current value of your Gui Scale setting. If you use auto, then it gets the actual current scale.
ClientAPI.getGuiScale(): Number
Returns the width of the given text in pixels. In case of multiple lines, return the largest width of all lines
ClientAPI.getTextWidth(text: String): Integer
Returns the maximum amount of memory that Minecraft can possibly use.
ClientAPI.getAllocatedMemory(): Integer
Returns the path to the currently applied shader, used when spectating an entity that has different vision than normal. Normally returns nil.
ClientAPI.getCurrentEffect(): String
Returns the maximum amount of memory that Minecraft will try to use.
ClientAPI.getMaxMemory(): Integer
Returns the current FOV option of the client, not including additional effects such as speed or sprinting.
ClientAPI.getFOV(): Number
Returns the position of the mouse in pixels, relative to the top-left corner.
ClientAPI.getMousePos(): Vector2
Gets the name of the screen the player is currently on. If the player is not currently in a screen, returns nil.
ClientAPI.getScreen(): String
Returns your current Java version you're playing Minecraft with.
ClientAPI.getJavaVersion(): String
Returns the size of the Minecraft window in pixels, as {width, height}.
ClientAPI.getWindowSize(): Vector2
Returns true if the hud is enabled (F1 disables the HUD).
ClientAPI.isHudEnabled(): Boolean
Returns the number of bytes of memory Minecraft is currently using.
ClientAPI.getUsedMemory(): Integer
Returns true if the Minecraft window is currently focused.
ClientAPI.isWindowFocused(): Boolean
Returns the position of the viewer's camera.
ClientAPI.getCameraPos(): Vector3
Returns the rotation of the viewer's camera.
ClientAPI.getCameraRot(): Vector3
Returns the height of the given text in pixels.
ClientAPI.getTextHeight(text: String): Integer

events

The global instance of EventsAPI.
events: EventsAPI
Waits until the predicate function returns true, then calls the toRun function. The predicate function is polled in the provided event, which is events.TICK by default. The arguments passed to the event are also passed to the predicate and toRun functions.
EventsAPI:runOnce(predicate: Function, toRun: Function): nil EventsAPI:runOnce(predicate: Function, toRun: Function, event: Event): nil

EventsAPI.TICK

The TICK event is run every tick in-game if this avatar's entity exists.
TICK: Event

EventsAPI.WORLD_TICK

The WORLD_TICK event is run every in-game tick.
WORLD_TICK: Event

EventsAPI.RENDER

The RENDER event is run every frame, before the avatar is rendered. Takes a parameter delta, which is a number from 0 to 1 indicating the proportion of the way the game is between ticks.
RENDER: Event

EventsAPI.POST_RENDER

The POST_RENDER event runs every frame, after the avatar is rendered. Takes a parameter delta, which is a number from 0 to 1 indicating the proportion of the way the game is between ticks.
POST_RENDER: Event

EventsAPI.WORLD_RENDER

The WORLD_RENDER event is run every frame, before the world is rendered. Always runs when a world is visible, even when the avatar itself is not, so this runs even in first person. Takes a parameter delta, which is a number from 0 to 1 indicating the proportion of the way the game is between ticks.
WORLD_RENDER: Event

EventsAPI.POST_WORLD_RENDER

The POST_WORLD_RENDER event runs every frame, after the world is rendered. Always runs when a world is visible, even when the avatar itself is not, so this runs even in first person. Takes a parameter delta, which is a number from 0 to 1 indicating the proportion of the way the game is between ticks.
POST_WORLD_RENDER: Event

EventsAPI.CHAT_SEND_MESSAGE

The CHAT_SEND_MESSAGE event is run every time you send a message in chat. A string parameter is passed in, which contains the message that was sent.
CHAT_SEND_MESSAGE: Event

EventsAPI.CHAT_RECEIVE_MESSAGE

The CHAT_RECEIVE_MESSAGE event is run every time a message is received in chat. A string parameter is passed in, which contains the message you received.
CHAT_RECEIVE_MESSAGE: Event

matrices

The global instance of MatricesAPI.
matrices: MatricesAPI
Creates a new Matrix2 that scales by the specified factors.
MatricesAPI.scale2(vec: Vector2): Matrix2 MatricesAPI.scale2(x: Number, y: Number): Matrix2
Creates a new Matrix2 that rotates by the specified angle. Angle is given in degrees.
MatricesAPI.rotation2(angle: Number): Matrix2
Creates a Matrix2 using the given parameters as columns. If you call the function with no parameters, returns the 2x2 identity matrix.
MatricesAPI.mat2(): Matrix2 MatricesAPI.mat2(col1: Vector2, col2: Vector2): Matrix2
Creates a Matrix4 using the given parameters as columns. If you call the function with no parameters, returns the 4x4 identity matrix.
MatricesAPI.mat4(): Matrix4 MatricesAPI.mat4(col1: Vector4, col2: Vector4, col3: Vector4, col4: Vector4): Matrix4
Creates a new Matrix3 that rotates by the specified angles. Angles are given in degrees, and the rotation order is ZYX.
MatricesAPI.rotation3(vec: Vector3): Matrix3 MatricesAPI.rotation3(x: Number, y: Number, z: Number): Matrix3
Creates a Matrix3 using the given parameters as columns. If you call the function with no parameters, returns the 3x3 identity matrix.
MatricesAPI.mat3(): Matrix3 MatricesAPI.mat3(col1: Vector3, col2: Vector3, col3: Vector3): Matrix3
Creates a new Matrix4 that rotates by the specified angle around the Y axis. Angle is given in degrees.
MatricesAPI.yRotation4(angle: Number): Matrix4
Creates a new Matrix3 that rotates by the specified angle around the Y axis. Angle is given in degrees.
MatricesAPI.yRotation3(angle: Number): Matrix3
Creates a new Matrix4 that rotates by the specified angles. Angles are given in degrees, and the rotation order is ZYX.
MatricesAPI.rotation4(vec: Vector3): Matrix4 MatricesAPI.rotation4(x: Number, y: Number, z: Number): Matrix4
Creates a new Matrix3 that rotates by the specified angle around the Z axis. Angle is given in degrees.
MatricesAPI.zRotation3(angle: Number): Matrix3
Creates a new Matrix4 that rotates by the specified angle around the Z axis. Angle is given in degrees.
MatricesAPI.zRotation4(angle: Number): Matrix4
Creates a new Matrix4 that scales by the specified factors.
MatricesAPI.scale4(vec: Vector3): Matrix4 MatricesAPI.scale4(x: Number, y: Number, z: Number): Matrix4
Creates a new Matrix3 that translates by the specified offset.
MatricesAPI.translate3(vec: Vector2): Matrix3 MatricesAPI.translate3(x: Number, y: Number): Matrix3
Creates a new Matrix3 that rotates by the specified angle around the X axis. Angle is given in degrees.
MatricesAPI.xRotation3(angle: Number): Matrix3
Creates a new Matrix4 that translates by the specified offset.
MatricesAPI.translate4(vec: Vector3): Matrix4 MatricesAPI.translate4(x: Number, y: Number, z: Number): Matrix4
Creates a new Matrix3 that scales by the specified factors.
MatricesAPI.scale3(vec: Vector3): Matrix3 MatricesAPI.scale3(x: Number, y: Number, z: Number): Matrix3
Creates a new Matrix4 that rotates by the specified angle around the X axis. Angle is given in degrees.
MatricesAPI.xRotation4(angle: Number): Matrix4

models

A global instance of ModelPart. This is the root node of all your blockbench models. Each bbmodel file is a child of this part.
models: ModelPart
Gets the parent part of this part. If this part has no parent, returns nil.
ModelPart:getParent(): ModelPart
Returns whether this part is a "GROUP", a "CUBE", or a "MESH".
ModelPart:getType(): String
Gets the children of this part, stored in a table.
ModelPart:getChildren(): Table
Sets the color multiplier for this part. Values are RGB from 0 to 1. Default values are 1, indicating white/no color change.
ModelPart:setColor(color: Vector3): nil ModelPart:setColor(r: Number, g: Number, b: Number): nil
Sets the scale factor for this part. Nil values for scale are assumed to be 1.
ModelPart:setScale(scale: Vector3): nil ModelPart:setScale(x: Number, y: Number, z: Number): nil
Adds a new Item Render Task on this part.
ModelPart:addItem(taskName: String): RenderTask
Gets the current primary render type of this model part. Nil by default, meaning the part copies the primary render type of its parent.
ModelPart:getPrimaryRenderType(): String
Sets the secondary texture override of this part. Check the TextureType types in the list docs. If using "resource", the second parameter should indicate the path to the Minecraft texture you want to use.
ModelPart:setSecondaryTexture(textureType: String): nil ModelPart:setSecondaryTexture(resource: String, path: String): nil
Sets the current primary render type of this model part. Nil by default, meaning the part copies the primary render type of its parent during rendering. Check the docs list command for all render types.
ModelPart:setPrimaryRenderType(renderType: String): nil
Sets the current secondary render type of this model part. Nil by default, meaning the part copies the secondary render type of its parent during rendering. Check the docs list command for all render types.
ModelPart:setSecondaryRenderType(renderType: String): nil
Gets the current secondary render type of this model part. Nil by default, meaning the part copies the secondary render type of its parent.
ModelPart:getSecondaryRenderType(): String
Returns the position matrix for this model part. The Raw version of the function is different in that it doesn't recalculate the matrix before getting it.
ModelPart:getPositionMatrixRaw(): Matrix4
Gets the Render Task with the given name from this part.
ModelPart:getTask(taskName: String): RenderTask
Gets whether or not this model part is visible. The default value is nil, meaning it copies the visibility of its parent part during rendering.
ModelPart:getVisible(): Boolean
Sets this part to be visible or invisible. The default value is nil, meaning the part copies its visibility from its parent part. If you want to set the visibility back to the default value of nil, use resetVisible() instead.
ModelPart:setVisible(visible: Boolean): nil
Gets the color multiplier of this part. Values are RGB from 0 to 1. Default values are 1, indicating white/no color change.
ModelPart:getColor(): Vector3
Gets the scale of the model part, as a multiple of its blockbench size. Only changes from {1,1,1} when you call setScale().
ModelPart:getScale(): Vector3
Sets the position offset for this part from its blockbench position. Nil values for position are assumed to be 0.
ModelPart:setPos(pos: Vector3): nil ModelPart:setPos(x: Number, y: Number, z: Number): nil
Gets the position of the model part, as an offset from its position in blockbench. Only changes from {0,0,0} when you call setPos().
ModelPart:getPos(): Vector3
Gets the opacity multiplier of this part. Note that opacity settings will only take effect if the part has a suitable Render Type for them, mainly TRANSLUCENT. Check out modelPart.setPrimaryRenderType() for how to do this.
ModelPart:getOpacity(): Number
Sets the offset pivot point for this part. Nil values are assumed to be 0. For absolute pivot point values, check out the non-offset pivot functions.
ModelPart:offsetPivot(offsetPivot: Vector3): nil ModelPart:offsetPivot(x: Number, y: Number, z: Number): nil
Sets the offset rotation for this part. Nil values for rotation are assumed to be 0. Angles are given in degrees. For absolute rotation values, check out the non-offset rot functions.
ModelPart:offsetRot(offsetRot: Vector3): nil ModelPart:offsetRot(x: Number, y: Number, z: Number): nil
Gets the position offset provided by the currently active animation of this model part.
ModelPart:getAnimPos(): Vector3
Gets the offset rotation of the model part, offset from its rotation in blockbench. For absolute rotation values, check out the non-offset rot functions.
ModelPart:getOffsetRot(): Vector3
Recalculates the matrix for this model part, based on its current position, rotation, scale, and pivot, then returns this matrix.
ModelPart:getPositionMatrix(): Matrix4
Returns the normal matrix for this model part. The Raw version of the function is different in that it doesn't recalculate the matrix before returning it.
ModelPart:getNormalMatrixRaw(): Matrix3
Gets the offset pivot of the model part, offset from its pivot in blockbench. For absolute pivot point values, check out the non-offset pivot functions.
ModelPart:getOffsetPivot(): Vector3
Gets the pivot point of the model part, including its pivot in blockbench. For relative values, check out the "offset" pivot functions.
ModelPart:getPivot(): Vector3
Recalculates the normal matrix for this model part, based on its current position, rotation, scale, and pivot, then returns this matrix.
ModelPart:getNormalMatrix(): Matrix3
Gets the rotation of the model part, including its rotation in blockbench. For relative rotation values, check out the "offset" rot functions.
ModelPart:getRot(): Vector3
Sets the absolute rotation for this part. Nil values for rotation are assumed to be 0. Angles are given in degrees. For relative rotation values, check out the "offset" rot functions.
ModelPart:setRot(rot: Vector3): nil ModelPart:setRot(x: Number, y: Number, z: Number): nil
Sets the absolute pivot for this part. Nil values are assumed to be 0. For relative pivot offsets, check out the "offset" pivot functions.
ModelPart:setPivot(pivot: Vector3): nil ModelPart:setPivot(x: Number, y: Number, z: Number): nil
Gets the rotation offset provided by the currently active animation of this model part.
ModelPart:getAnimRot(): Vector3
Gets the scale multiplier provided by the currently active animation of this model part.
ModelPart:getAnimScale(): Vector3
Sets the UV of this part in pixels. Automatically divides by the results of getTextureSize(), so you can just input the number of pixels you want the UV to scroll by. Errors if the part has multiple different-sized textures.
ModelPart:setUVPixels(uv: Vector2): nil ModelPart:setUVPixels(u: Number, v: Number): nil
Sets the primary texture override of this part. Check the TextureType types in the list docs. If using "resource", the second parameter should indicate the path to the Minecraft texture you want to use.
ModelPart:setPrimaryTexture(textureType: String): nil ModelPart:setPrimaryTexture(resource: String, path: String): nil
Sets the UV of this part. This function is normalized, meaning it works with values 0 to 1. If you say setUV(0.5, 0.25), for example, it will scroll by half of your texture width to the right, and one fourth of the texture width downwards.
ModelPart:setUV(uv: Vector2): nil ModelPart:setUV(u: Number, v: Number): nil
Gets a matrix which transforms a point from this part's position to a world location. Recommended to use this in POST_RENDER, as by then the matrix is updated. In RENDER it will be 1 frame behind the part's visual position for that frame. Also, if the model is not rendered in-world, the part's matrix will not be updated. Paperdoll rendering and other UI rendering will not affect this matrix.
ModelPart:partToWorldMatrix(): Matrix4
Gets the width, height of this part's texture in pixels. If this part has multiple different-sized textures on it, it throws an error instead.
ModelPart:getTextureSize(): Vector2
Resets the visibility status of the part to default. The default value is nil, meaning the part copies the visibility from its parent part.
ModelPart:resetVisible(): nil
Sets the given matrix as the position matrix for this model part. The normal matrix is automatically calculated as the inverse transpose of this matrix. Calling this DOES NOT CHANGE the values of position, rot, or scale in the model part. If you call setPos() or a similar function, the effects of setMatrix() will be overwritten.
ModelPart:setMatrix(matrix: Matrix4): nil
Sets the opacity multiplier of this part. Note that opacity settings will only take effect if the part has a suitable Render Type for them, mainly TRANSLUCENT. Check out modelPart.setPrimaryRenderType() for how to do this.
ModelPart:setOpacity(opacity: Number): nil
Gets the light level you set earlier to this part. Does not interact with Minecraft's lighting system, only retrieving values you set earlier with setLight().
ModelPart:getLight(): Vector2
Sets the UV matrix of this part. This matrix is applied to all UV points during the transform, with the UVs treated as homogeneous vectors. setUV() and setUVPixels() are actually just simpler ways of setting this matrix.
ModelPart:setUVMatrix(matrix: Matrix3): nil
Sets the parent type of the part. See the ParentType parts in the list docs
ModelPart:setParentType(parentType: String): nil
Sets the light level to be used when rendering this part. Values you give are 0 to 15, indicating the block light and sky light levels you want to use.
ModelPart:setLight(light: Vector2): nil ModelPart:setLight(blockLight: Integer, skyLight: Integer): nil
Returns the current parent type of the part.
ModelPart:getParentType(): String
Removes the Task with the given name from this part.
ModelPart:removeTask(taskName: String): nil
Adds a new Block Render Task on this part.
ModelPart:addBlock(taskName: String): RenderTask
Adds a new Text Render Task on this part.
ModelPart:addText(taskName: String): RenderTask

ModelPart.name

The name of this model part.
name: String

nameplate

The global instance of NameplateAPI.
nameplate: NameplateAPI

NameplateAPI.CHAT

A customization for your nameplate in the chat.
CHAT: NameplateCustomization

NameplateAPI.ENTITY

A customization for your nameplate above your head.
ENTITY: NameplateCustomization

NameplateAPI.LIST

A customization for your nameplate in the tab list.
LIST: NameplateCustomization

particle

The global instance of ParticleAPI.
particle: ParticleAPI
Creates a particle with the given name at the specified position, with the given velocity. Some particles have special properties, like the "dust" particle. For these particles, the special properties can be put into the "name" parameter, the same way as it works for commands.
ParticleAPI:addParticle(name: String, posVel: Vector6): nil ParticleAPI:addParticle(name: String, pos: Vector3): nil ParticleAPI:addParticle(name: String, pos: Vector3, vel: Vector3): nil ParticleAPI:addParticle(name: String, posX: Number, posY: Number, posZ: Number): nil ParticleAPI:addParticle(name: String, pos: Vector3, velX: Number, velY: Number, velZ: Number): nil ParticleAPI:addParticle(name: String, posX: Number, posY: Number, posZ: Number, vel: Vector3): nil ParticleAPI:addParticle(name: String, posX: Number, posY: Number, posZ: Number, velX: Number, velY: Number, velZ: Number): nil

player

The global instance of Player, representing the user of the avatar.
player: Player
Gets the progress of the way towards the player's next level, as a value from 0 to 1.
Player:getExperienceProgress(): Number
Returns whether the player is currently flying.
Player:isFlying(): Boolean
Gets the current food level of the player, from 0 to 20.
Player:getFood(): Integer
Gets the current saturation level of the player.
Player:getSaturation(): Number
Gets the player's current level.
Player:getExperienceLevel(): Integer
Returns "SLIM" or "DEFAULT", depending on the player's model type.
Player:getModelType(): String
Returns "SURVIVAL", "CREATIVE", "ADVENTURE", or "SPECTATOR" depending on the player's gamemode. If the gamemode is unknown, returns nil.
Player:getGamemode(): String

Player.getStatusEffects

Inherited from LivingEntity

Returns, as a table, all of the status effects this entity has on it. The table contains sub-tables, each of which contains the name, amplifier, duration, and particle visibility of an effect this entity has.
Player:getStatusEffects(): Table

Player.getArmor

Inherited from LivingEntity

Returns the amount of armor points this entity has.
Player:getArmor(): Integer

Player.getDeathTime

Inherited from LivingEntity

Returns the number of ticks this entity has been dead for.
Player:getDeathTime(): Integer

Player.getMaxHealth

Inherited from LivingEntity

Returns the maximum amount of health this entity can have.
Player:getMaxHealth(): Number

Player.getArrowCount

Inherited from LivingEntity

Returns the number of arrows sticking out of this entity.
Player:getArrowCount(): Integer

Player.getBodyYaw

Inherited from LivingEntity

Gets the yaw of this entity's body in degrees. If delta is passed in, then it will be used to linearly interpolate the rotation of the body between the previous tick and the current tick. The default value of delta is 1.
Player:getBodyYaw(): Number Player:getBodyYaw(delta: Number): Number

Player.getHealth

Inherited from LivingEntity

Returns the amount of health this entity has remaining.
Player:getHealth(): Number

Player.getHeldItem

Inherited from LivingEntity

Returns an ItemStack representing the item in this entity's main hand. If true is passed in for "offhand", then it will instead look at the item in the entity's offhand. If the entity isn't holding an item in that hand, returns nil.
Player:getHeldItem(): ItemStack Player:getHeldItem(offhand: Boolean): ItemStack

Player.getActiveHand

Inherited from LivingEntity

Returns "OFF_HAND" or "MAIN_HAND", depending on which hand this entity uses an item with.
Player:getActiveHand(): String

Player.getActiveItem

Inherited from LivingEntity

Returns an ItemStack representing the item the entity is currently using. If they're not using any item, returns nil.
Player:getActiveItem(): ItemStack

Player.isClimbing

Inherited from LivingEntity

Returns true if the entity is currently using a climbable block, like a ladder or vine.
Player:isClimbing(): Boolean

Player.isLeftHanded

Inherited from LivingEntity

Returns true if the entity's main hand is its left.
Player:isLeftHanded(): Boolean

Player.isUsingItem

Inherited from LivingEntity

Returns true if the entity is currently using an item.
Player:isUsingItem(): Boolean

Player.getStingerCount

Inherited from LivingEntity

Returns the number of bee stingers sticking out of this entity.
Player:getStingerCount(): Integer

Player.getName

Inherited from LivingEntity

Gets the name of this entity, if it has a custom name. If it doesn't, returns a translated form of getType().
Player:getName(): String

Player.getType

Inherited from LivingEntity

Gets the Minecraft identifier of this entity. For instance, "minecraft:pig".
Player:getType(): String

Player.exists

Inherited from LivingEntity

Checks whether the proxied entity currently exists. This may return false if the proxied entity leaves your loaded chunks, dies, or goes away for some other reason.
Player:exists(): Boolean

Player.getItem

Inherited from LivingEntity

Gets an ItemStack for the item in the given slot. For the player, slots are indexed with 1 as the main hand, 2 as the off hand, and 3,4,5,6 as the 4 armor slots from the boots to the helmet. If an invalid slot number is given, or if the entity has no item in that slot, this will return nil.
Player:getItem(index: Integer): ItemStack

Player.getPos

Inherited from LivingEntity

Gets the position of the entity in the world. If delta is passed in, then it will be used to linearly interpolate the position of the entity between the previous tick and the current tick. The default value of delta is 1.
Player:getPos(): Vector3 Player:getPos(delta: Number): Vector3

Player.getRot

Inherited from LivingEntity

Gets the rotation of the entity in degrees. If delta is passed in, then it will be used to linearly interpolate the rotation of the entity between the previous tick and the current tick. The default value of delta is 1.
Player:getRot(): Vector2 Player:getRot(delta: Number): Vector2

Player.getEyeHeight

Inherited from LivingEntity

Returns the current eye height of this entity.
Player:getEyeHeight(): Number

Player.getAir

Inherited from LivingEntity

Gets the current amount of air this entity has remaining.
Player:getAir(): Integer

Player.isHamburger

Inherited from LivingEntity

"Refused to elaborate."
Player:isHamburger(): Boolean

Player.getVehicle

Inherited from LivingEntity

Returns a proxy for the entity that this player is currently riding. If the player isn't riding anything, returns nil.
Player:getVehicle(): Entity

Player.getLookDir

Inherited from LivingEntity

Returns a unit vector pointing in the direction that this entity is looking. See the blue line in the F3+B screen for an example.
Player:getLookDir(): Vector3

Player.getDimensionName

Inherited from LivingEntity

Gets the Minecraft identifier of the dimension this entity is in.
Player:getDimensionName(): String

Player.isOnGround

Inherited from LivingEntity

Returns whether or not this entity is currently on the ground.
Player:isOnGround(): Boolean

Player.getPose

Inherited from LivingEntity

Returns the current pose of the player. This can be one of: "STANDING", "FALL_FLYING", "SLEEPING", "SWIMMING", "SPIN_ATTACK", "CROUCHING", "LONG_JUMPING", or "DYING".
Player:getPose(): String

Player.getVelocity

Inherited from LivingEntity

Gets the current velocity of this entity in world coordinates, calculated as its position this tick minus its position last tick.
Player:getVelocity(): Vector3

Player.getBoundingBox

Inherited from LivingEntity

Returns the size of this entity's bounding box as a Vector3. {x, y, z} are the width, height, and width. Minecraft entity hitboxes always have square bases.
Player:getBoundingBox(): Vector3

Player.getMaxAir

Inherited from LivingEntity

Gets the maximum amount of air this entity can have.
Player:getMaxAir(): Integer

Player.getFrozenTicks

Inherited from LivingEntity

Gets the number of ticks this entity has been freezing in powder snow for.
Player:getFrozenTicks(): Integer

Player.getFireTicks

Inherited from LivingEntity

Returns the remaining number of ticks this entity will be on fire for.
Player:getFireTicks(): Integer

Player.getUUID

Inherited from LivingEntity

Gets the UUID of the proxied entity.
Player:getUUID(): String

Player.hasAvatar

Inherited from LivingEntity

Returns true if Figura has an avatar loaded for this entity.
Player:hasAvatar(): Boolean

Player.isGlowing

Inherited from LivingEntity

Returns true if this entity is currently glowing.
Player:isGlowing(): Boolean

Player.isSneaking

Inherited from LivingEntity

Returns true if this entity is sneaking.
Player:isSneaking(): Boolean

Player.getEyeY

Inherited from LivingEntity

Returns the Y level of this entity's eyes. Not to be confused with getEyeHeight, this function also takes the entity itself's Y position into account.
Player:getEyeY(): Number

Player.isSprinting

Inherited from LivingEntity

Returns true if this entity is currently sprinting.
Player:isSprinting(): Boolean

Player.isSilent

Inherited from LivingEntity

Returns true if this entity is silent.
Player:isSilent(): Boolean

Player.getVariable

Inherited from LivingEntity

Gets the value of a variable this entity stored in themselves using the Meta api's store() function.
Player:getVariable(key: String): AnyType

Player.isUnderwater

Inherited from LivingEntity

Returns true if this entity's eyes are touching water.
Player:isUnderwater(): Boolean

Player.isInLava

Inherited from LivingEntity

Returns true if this entity is currently in lava.
Player:isInLava(): Boolean

Player.isInRain

Inherited from LivingEntity

Returns true if this entity is currently standing in rain.
Player:isInRain(): Boolean

Player.isOnFire

Inherited from LivingEntity

Returns true if this entity is currently on fire.
Player:isOnFire(): Boolean

Player.isWet

Inherited from LivingEntity

Returns true in any of three conditions: if the entity is in water, if the entity is in rain, or if the entity is in a bubble column. Otherwise, returns false.
Player:isWet(): Boolean

Player.isInWater

Inherited from LivingEntity

Returns true if this entity is currently in a water block, including waterlogging.
Player:isInWater(): Boolean

Player.isInvisible

Inherited from LivingEntity

Returns true if this entity is invisible, for one reason or another.
Player:isInvisible(): Boolean

Player.getTargetedBlock

Inherited from LivingEntity

Returns a proxy for your currently targeted BlockState. This BlockState appears on the F3 screen. Maximum and Default distance is 20, Minimum is -20
Player:getTargetedBlock(): BlockState Player:getTargetedBlock(ignoreLiquids: Boolean): BlockState Player:getTargetedBlock(ignoreLiquids: Boolean, distance: Number): BlockState

Player.getNbt

Inherited from LivingEntity

Gets a table containing the NBT of this entity. Please note that not all values in the entity's NBT may be synced, as some are handled only on server side.
Player:getNbt(): Table

sound

The global instance of SoundAPI.
sound: SoundAPI
Plays the specified sound at the specified position with the given volume and pitch multipliers. The sound id is either an identifier or the custom sound name. Volume in Minecraft refers to how far away people can hear the sound from, not the actual loudness of it. If you don't give values for volume and pitch, the default values are 1.
SoundAPI:playSound(sound: String, pos: Vector3): nil SoundAPI:playSound(sound: String, posX: Number, posY: Number, posZ: Number): nil SoundAPI:playSound(sound: String, pos: Vector3, volume: Number, pitch: Number): nil SoundAPI:playSound(sound: String, posX: Number, posY: Number, posZ: Number, volume: Number, pitch: Number): nil
Stops the playing sounds from this avatar. If an id is specified, it only stops the sounds from that id.
SoundAPI:stopSound(): nil SoundAPI:stopSound(id: String): nil

vanilla_model

The global instance of VanillaModelAPI.
vanilla_model: VanillaModelAPI

VanillaModelAPI.HEAD

The head of the player, not including the hat.
HEAD: VanillaModelPart

VanillaModelAPI.BODY

The body of the player, not including the outer layer.
BODY: VanillaModelPart

VanillaModelAPI.LEFT_ARM

The left arm of the player, not including the outer layer.
LEFT_ARM: VanillaModelPart

VanillaModelAPI.RIGHT_ARM

The right arm of the player, not including the outer layer.
RIGHT_ARM: VanillaModelPart

VanillaModelAPI.LEFT_LEG

The left leg of the player, not including the outer layer.
LEFT_LEG: VanillaModelPart

VanillaModelAPI.RIGHT_LEG

The right leg of the player, not including the outer layer.
RIGHT_LEG: VanillaModelPart

VanillaModelAPI.HAT

The outer layer of the player's head.
HAT: VanillaModelPart

VanillaModelAPI.JACKET

The outer layer of the player's body.
JACKET: VanillaModelPart

VanillaModelAPI.LEFT_SLEEVE

The outer layer of the player's left arm.
LEFT_SLEEVE: VanillaModelPart

VanillaModelAPI.RIGHT_SLEEVE

The outer layer of the player's right arm.
RIGHT_SLEEVE: VanillaModelPart

VanillaModelAPI.LEFT_PANTS

The outer layer of the player's left leg.
LEFT_PANTS: VanillaModelPart

VanillaModelAPI.RIGHT_PANTS

The outer layer of the player's right leg.
RIGHT_PANTS: VanillaModelPart

VanillaModelAPI.CAPE_MODEL

The vanilla cape model.
CAPE_MODEL: VanillaModelPart

VanillaModelAPI.FAKE_CAPE

A custom copy of the cape, as attempt of storing its transformations since vanilla cape math is... weird.
FAKE_CAPE: VanillaModelPart

VanillaModelAPI.HELMET_HEAD

The head of the helmet model.
HELMET_HEAD: VanillaModelPart

VanillaModelAPI.HELMET_HAT

The hat of the helmet model.
HELMET_HAT: VanillaModelPart

VanillaModelAPI.CHESTPLATE_BODY

The body of the chestplate model.
CHESTPLATE_BODY: VanillaModelPart

VanillaModelAPI.CHESTPLATE_LEFT_ARM

The left arm of the chestplate model.
CHESTPLATE_LEFT_ARM: VanillaModelPart

VanillaModelAPI.CHESTPLATE_RIGHT_ARM

The right arm of the chestplate model.
CHESTPLATE_RIGHT_ARM: VanillaModelPart

VanillaModelAPI.LEGGINGS_BODY

The body of the leggings model.
LEGGINGS_BODY: VanillaModelPart

VanillaModelAPI.LEGGINGS_LEFT_LEG

The left leg of the leggings model.
LEGGINGS_LEFT_LEG: VanillaModelPart

VanillaModelAPI.LEGGINGS_RIGHT_LEG

The right leg of the leggings model.
LEGGINGS_RIGHT_LEG: VanillaModelPart

VanillaModelAPI.BOOTS_LEFT_LEG

The left boot of the boots model.
BOOTS_LEFT_LEG: VanillaModelPart

VanillaModelAPI.BOOTS_RIGHT_LEG

The right boot of the boots model.
BOOTS_RIGHT_LEG: VanillaModelPart

VanillaModelAPI.LEFT_ELYTRA

The left wing of the elytra model.
LEFT_ELYTRA: VanillaModelPart

VanillaModelAPI.RIGHT_ELYTRA

The right wing of the elytra model.
RIGHT_ELYTRA: VanillaModelPart

VanillaModelAPI.LEFT_ITEM

The item in the player's left hand.
LEFT_ITEM: VanillaModelPart

VanillaModelAPI.RIGHT_ITEM

The item in the player's right hand.
RIGHT_ITEM: VanillaModelPart

VanillaModelAPI.ALL

Multi-part: The entirety of the vanilla model.
ALL: VanillaModelGroup

VanillaModelAPI.PLAYER

Multi-part: Both the outer and inner layers of the player's skin, as well as the cape.
PLAYER: VanillaModelGroup

VanillaModelAPI.OUTER_LAYER

Multi-part: The outer layer of the player.
OUTER_LAYER: VanillaModelGroup

VanillaModelAPI.INNER_LAYER

Multi-part: The main body of the player, everything except the outer layer.
INNER_LAYER: VanillaModelGroup

VanillaModelAPI.CAPE

Multi-part: The player's cape.
CAPE: VanillaModelGroup

VanillaModelAPI.ARMOR

Multi-part: All armor on the model.
ARMOR: VanillaModelGroup

VanillaModelAPI.HELMET

Multi-part: The helmet model.
HELMET: VanillaModelGroup

VanillaModelAPI.CHESTPLATE

Multi-part: The chestplate model.
CHESTPLATE: VanillaModelGroup

VanillaModelAPI.LEGGINGS

Multi-part: The leggings model.
LEGGINGS: VanillaModelGroup

VanillaModelAPI.BOOTS

Multi-part: The boots model.
BOOTS: VanillaModelGroup

VanillaModelAPI.ELYTRA

Multi-part: The elytra model.
ELYTRA: VanillaModelGroup

VanillaModelAPI.HELD_ITEMS

Multi-part: Items in the player's hands.
HELD_ITEMS: VanillaModelGroup

vec

An alias for "vectors.vec", since it's used so often.
vec: Function

vectors

The global instance of VectorsAPI.
vectors: VectorsAPI
Creates and returns a vector of the appropriate size to hold the arguments passed in. For example, if you call vec(3, 4, 0, 2), then the function will return a Vector4 containing those values. There is a global alias "vec" for this function, meaning the "vectors." can be omitted.
VectorsAPI.vec(x: Number, y: Number): Vector2 VectorsAPI.vec(x: Number, y: Number, z: Number): Vector3 VectorsAPI.vec(x: Number, y: Number, z: Number, w: Number): Vector4 VectorsAPI.vec(x: Number, y: Number, z: Number, w: Number, t: Number): Vector5 VectorsAPI.vec(x: Number, y: Number, z: Number, w: Number, t: Number, h: Number): Vector6
Converts the given color from integer format to RGB format.
VectorsAPI.intToRGB(color: Integer): Vector3
Converts the given color from HSV format to RGB format.
VectorsAPI.hsvToRGB(hsv: Vector3): Vector3 VectorsAPI.hsvToRGB(h: Number, s: Number, v: Number): Vector3
Converts the given color from RGB format to HSV format.
VectorsAPI.rgbToHSV(rgb: Vector3): Vector3 VectorsAPI.rgbToHSV(r: Number, g: Number, b: Number): Vector3
Gets an rgb vector with a shifting hue based on the given speed value and how much time the game is opened.
VectorsAPI.rainbow(speed: Number): Vector3 VectorsAPI.rainbow(speed: Number, offset: Number): Vector3 VectorsAPI.rainbow(speed: Number, offset: Number, saturation: Number, light: Number): Vector3
Creates and returns a Vector2 with the given values. Nil values become zero.
VectorsAPI.vec2(x: Number, y: Number): Vector2
Creates and returns a Vector3 with the given values. Nil values become zero.
VectorsAPI.vec3(x: Number, y: Number, z: Number): Vector3
Creates and returns a Vector6 with the given values. Nil values become zero.
VectorsAPI.vec6(x: Number, y: Number, z: Number, w: Number, t: Number, h: Number): Vector6
Creates and returns a Vector5 with the given values. Nil values become zero.
VectorsAPI.vec5(x: Number, y: Number, z: Number, w: Number, t: Number): Vector5
Creates and returns a Vector4 with the given values. Nil values become zero.
VectorsAPI.vec4(x: Number, y: Number, z: Number, w: Number): Vector4
Parses a hex string color into a RGB format vector. The hex "#" is optional, and it can have any length, however only the first 6 hex digits are evaluated, short hex (length 3) is also supported. For example, "#42" is the same as "420000", and "F0B" is the same as "FF00BB"
VectorsAPI.hexToRGB(hex: String): Vector3
Converts a position in the world into a position relative to the viewer's camera.
VectorsAPI.toCameraSpace(vec: Vector3): Vector3 VectorsAPI.toCameraSpace(x: Number, y: Number, z: Number): Vector3
Converts the given color from RGB format to integer format.
VectorsAPI.rgbToINT(rgb: Vector3): Integer VectorsAPI.rgbToINT(r: Number, g: Number, b: Number): Integer
Rotates a vector relative to a rotation vector.
VectorsAPI.rotateAroundAxis(angle: Number, vec: Vector3, axis: Vector3): Vector3 VectorsAPI.rotateAroundAxis(angle: Number, x: Number, y: Number, z: Number, axis: Vector3): Vector3 VectorsAPI.rotateAroundAxis(angle: Number, vec: Vector3, axisX: Number, axisY: Number, axisZ: Number): Vector3 VectorsAPI.rotateAroundAxis(angle: Number, x: Number, y: Number, z: Number, axisX: Number, axisY: Number, axisZ: Number): Vector3
Converts a position in the world into a position relative to the viewer's screen.
VectorsAPI.worldToScreenSpace(vec: Vector3): Vector4 VectorsAPI.worldToScreenSpace(x: Number, y: Number, z: Number): Vector4

world

The global instance of WorldAPI.
world: WorldAPI
Checks whether or not a world currently exists. This will almost always be true, but might be false on some occasions such as while travelling between dimensions.
WorldAPI.exists(): Boolean
Gets the current game time of the world. If delta is passed in, then it adds delta to the time. The default value of delta is zero.
WorldAPI.getTime(): Number WorldAPI.getTime(delta: Number): Number
Gets the current day time of the world. If delta is passed in, then it adds delta to the time. The default value of delta is zero.
WorldAPI.getTimeOfDay(): Number WorldAPI.getTimeOfDay(delta: Number): Number
Gets the direct redstone power level of the block at the given position.
WorldAPI.getStrongRedstonePower(pos: Vector3): Integer WorldAPI.getStrongRedstonePower(x: Number, y: Number, z: Number): Integer
Gets the Biome located at the given position.
WorldAPI.getBiome(pos: Vector3): Biome WorldAPI.getBiome(x: Number, y: Number, z: Number): Biome
Gets the redstone power level of the block at the given position.
WorldAPI.getRedstonePower(pos: Vector3): Integer WorldAPI.getRedstonePower(x: Number, y: Number, z: Number): Integer
Gets the block light level of the block at the given position.
WorldAPI.getBlockLightLevel(pos: Vector3): Integer WorldAPI.getBlockLightLevel(x: Number, y: Number, z: Number): Integer
Gets whether or not the sky is open at the given position.
WorldAPI.isOpenSky(pos: Vector3): Boolean WorldAPI.isOpenSky(x: Number, y: Number, z: Number): Boolean
Returns a table containing instances of Player for all players in the world. The players are indexed by their names.
WorldAPI.getPlayers(): Table
Gets whether or not there is currently thunder/lightning happening in the world.
WorldAPI.isThundering(): Boolean
Gets the overall light level of the block at the given position.
WorldAPI.getLightLevel(pos: Vector3): Integer WorldAPI.getLightLevel(x: Number, y: Number, z: Number): Integer
Gets the sky light level of the block at the given position.
WorldAPI.getSkyLightLevel(pos: Vector3): Integer WorldAPI.getSkyLightLevel(x: Number, y: Number, z: Number): Integer
Gets the current moon phase of the world, stored as an integer.
WorldAPI.getMoonPhase(): Integer
Gets the current rain gradient in the world, interpolated from the previous tick to the current one. The default value of delta is 1, which is the current tick.
WorldAPI.getRainGradient(): Number WorldAPI.getRainGradient(delta: Number): Number
Gets the BlockState of the block at the given position.
WorldAPI.getBlockState(pos: Vector3): BlockState WorldAPI.getBlockState(x: Number, y: Number, z: Number): BlockState
Sets the color of the Action. Returns the Action for function chaining.
Action:color(color: Vector3): Action Action:color(r: Number, g: Number, b: Number): Action
Sets the item of the Action. Returns the Action for function chaining.
Action:item(item: ItemStack): Action Action:item(item: String): Action
Sets the title of the Action. Returns the Action for function chaining.
Action:title(title: String): Action
Sets the item of the Action when it is being hovered. Returns the Action for function chaining.
Action:hoverItem(item: ItemStack): Action Action:hoverItem(item: String): Action
Sets the color of the Action when it is being hovered. Returns the Action for function chaining.
Action:hoverColor(color: Vector3): Action Action:hoverColor(r: Number, g: Number, b: Number): Action
Sets the animation's priority. Instead of blending, low priority animations are overridden by high priority ones.
Animation:priority(priority: Integer): Animation
Set the animation's length, in seconds.
Animation:length(length: Number): Animation
Sets the animation's keyframe blend factor.
Animation:blend(blend: Number): Animation
Sets how much time to skip for the animation. The time is skipped on every loop.
Animation:offset(offset: Number): Animation
Stop the animation.
Animation:stop(): nil
Set if this animation should override its part transforms.
Animation:override(override: Boolean): Animation
Sets the animation's loop mode.
Animation:loop(loop: String): Animation
Get the animation's playback current time.
Animation:getTime(): Number
Sets the animation's playback current time.
Animation:setTime(time: Number): nil
Initializes the animation.
Animation:play(): nil
Pause the animation's playback.
Animation:pause(): nil
Set how much time to wait before this animation is initialized. Note that while it is waiting, the animation is considered being played.
Animation:startDelay(delay: Number): Animation
Set how much time to wait in between the loops of this animation.
Animation:loopDelay(delay: Number): Animation
Get the animation's playback state.
Animation:getPlayState(): String
Adds a string to run in a determinant time. If theres already code to run at that time, it is overridden.
Animation:addCode(time: Number, code: String): Animation

Animation.name

This animation's name.
name: String
Checks whether or not this Biome currently exists. I can't think of a situation where it wouldn't exist, but this function is provided for you to check just in case.
Biome:exists(): Boolean
Sets the saved position for this Biome's proxy. The saved position is used in Biome functions that require a position.
Biome:setPos(pos: Vector3): nil Biome:setPos(x: Number, y: Number, z: Number): nil
Returns the saved position for this Biome's proxy. The saved position is used in Biome functions that require a position.
Biome:getPos(): Vector3
Gets this biome's water fog color as a RGB vector.
Biome:getWaterFogColor(): Vector3
Checks if this biome is cold.
Biome:isCold(): Boolean
Gets this biome's water color as a RGB vector.
Biome:getWaterColor(): Vector3
Gets this biome's grass color as a RGB vector.
Biome:getGrassColor(): Vector3
Gets the rain type of this biome. The type can be "NONE", "RAIN" or "SNOW".
Biome:getPrecipitation(): String
Gets this biome's fog color as a RGB vector.
Biome:getFogColor(): Vector3
Gets the temperature of this biome.
Biome:getTemperature(): Number
Checks if this biome is hot.
Biome:isHot(): Boolean
Gets this biome's foliage color as a RGB vector.
Biome:getFoliageColor(): Vector3
Gets this biome's humidity.
Biome:getDownfall(): Number
Gets this biome's sky color as a RGB vector.
Biome:getSkyColor(): Vector3

Biome.name

The name of the biome, according to the registry.
name: String
Gets whether or not this BlockState is opaque.
BlockState:isOpaque(): Boolean
Checks whether or not this BlockState currently exists. I can't think of a situation where it wouldn't exist, but this function is provided for you to check just in case.
BlockState:exists(): Boolean
Gets the amount of signal strength a comparator would get from this BlockState.
BlockState:getComparatorOutput(): Integer
Gets whether or not the BlockState uses emissive lighting.
BlockState:hasEmissiveLighting(): Boolean
Gets the emission light level of this BlockState.
BlockState:getLuminance(): Integer
Gets the hardness of the BlockState.
BlockState:getHardness(): Number
Gets the name of the material this block is made of.
BlockState:getMaterial(): String
Gets the jump velocity multiplier of this BlockState. (Literally just honey blocks in vanilla)
BlockState:getJumpVelocityMultiplier(): Number
Gets the velocity multiplier of this BlockState. (Only Soul sand, honey blocks in vanilla)
BlockState:getVelocityMultiplier(): Number
Sets the saved position for this BlockState proxy. The saved position is used in BlockState functions that require a position.
BlockState:setPos(pos: Vector3): nil BlockState:setPos(x: Number, y: Number, z: Number): nil
Returns the saved position for this BlockState proxy. The saved position is used in BlockState functions that require a position.
BlockState:getPos(): Vector3
Returns an ItemStack representing this block in item form, whatever Minecraft deems that to be. If it cannot find an item for this block, it will return nil.
BlockState:asItem(): ItemStack
Gets the blast resistance of this BlockState.
BlockState:getBlastResistance(): Number
Gets the friction of this BlockState. (Slime blocks and ice in vanilla)
BlockState:getFriction(): Number
Returns a table containing all the tags of this block, as strings.
BlockState:getTags(): Table
Gets the opacity of the BlockState, in terms of how much it affects light levels.
BlockState:getOpacity(): Integer
Gets the map color of this BlockState, as a Vector3 with R,G,B ranging 0 to 1.
BlockState:getMapColor(): Vector3
Gets whether or not the BlockState has a full cube as its collision hitbox.
BlockState:isFullCube(): Boolean
Gets whether or not this BlockState emits redstone power.
BlockState:emitsRedstonePower(): Boolean
Gets whether or not the BlockState is considered a "solid" block by Minecraft.
BlockState:isSolidBlock(): Boolean
Gets whether or not this BlockState has an associated block entity.
BlockState:hasBlockEntity(): Boolean
Gets whether or not the BlockState would propagate sky light downwards.
BlockState:isTranslucent(): Boolean
Returns the nbt of the Block Entity associated with this BlockState, at its position, as a table. Since the mod is only on client side, this NBT might not actually contain the real nbt, which is stored server-side.
BlockState:getEntityData(): Table
Returns a table representing the bounding boxes of the outline shape. The table a list of Vector6, where the first 3 coordinates are one corner of the box and the last 3 are the other corner.
BlockState:getOutlineShape(): Table
Gets the names of all the sounds which can play from this BlockState, as well as their pitch and volume. Stored in a table.
BlockState:getSounds(): Table
Converts this BlockState into a string, like you'd see in a Minecraft command.
BlockState:toStateString(): String
Returns a table representing the bounding boxes of the collision shape. The table a list of Vector6, where the first 3 coordinates are one corner of the box and the last 3 are the other corner.
BlockState:getCollisionShape(): Table
Returns a table containing all the fluid tags of this block, as strings.
BlockState:getFluidTags(): Table
Returns true if this block has collision.
BlockState:hasCollision(): Boolean

BlockState.id

The identifier of the block this BlockState comes from.
id: String

BlockState.properties

A table containing the properties of this BlockState. If this BlockState has no properties, it is nil.
properties: Table

BlockTask

subclasses RenderTask

Sets the Block for this task render.
BlockTask:block(block: String): RenderTask BlockTask:block(block: BlockState): RenderTask

BlockTask.scale

Inherited from RenderTask

The scale of the task, relative with its attached part.
BlockTask:scale(scale: Vector3): RenderTask BlockTask:scale(x: Number, y: Number, z: Number): RenderTask

BlockTask.enabled

Inherited from RenderTask

Whether or not this task should be rendered.
BlockTask:enabled(bool: Boolean): RenderTask

BlockTask.pos

Inherited from RenderTask

The position of the task, relative with its attached part. Uses model coordinates.
BlockTask:pos(pos: Vector3): RenderTask BlockTask:pos(x: Number, y: Number, z: Number): RenderTask

BlockTask.emissive

Inherited from RenderTask

Whether or not this task should be rendered at full bright.
BlockTask:emissive(bool: Boolean): RenderTask

BlockTask.rot

Inherited from RenderTask

The rotation of the task, relative with its attached part.
BlockTask:rot(rot: Vector3): RenderTask BlockTask:rot(x: Number, y: Number, z: Number): RenderTask

ClickAction

subclasses Action

action:onRightClick(function()
    
log("Heheh I got Right Clicked!")
end)
Sets the function that is executed when the right mouse button is clicked. Returns the Action for function chaining.
ClickAction:onRightClick(rightFunction: Function): Action
Sets the function that is executed when the left mouse button is clicked. Returns the Action for function chaining.
ClickAction:onLeftClick(leftFunction: Function): Action

ClickAction.color

Inherited from Action

Sets the color of the Action. Returns the Action for function chaining.
ClickAction:color(color: Vector3): Action ClickAction:color(r: Number, g: Number, b: Number): Action

ClickAction.item

Inherited from Action

Sets the item of the Action. Returns the Action for function chaining.
ClickAction:item(item: ItemStack): Action ClickAction:item(item: String): Action

ClickAction.title

Inherited from Action

Sets the title of the Action. Returns the Action for function chaining.
ClickAction:title(title: String): Action

ClickAction.hoverItem

Inherited from Action

Sets the item of the Action when it is being hovered. Returns the Action for function chaining.
ClickAction:hoverItem(item: ItemStack): Action ClickAction:hoverItem(item: String): Action

ClickAction.hoverColor

Inherited from Action

Sets the color of the Action when it is being hovered. Returns the Action for function chaining.
ClickAction:hoverColor(color: Vector3): Action ClickAction:hoverColor(r: Number, g: Number, b: Number): Action

ClickAction.leftClick

Function that is executed when the left mouse button is clicked.
leftClick: Function

ClickAction.rightClick

Function that is executed when the right mouse button is clicked.
rightClick: Function
Gets the name of this entity, if it has a custom name. If it doesn't, returns a translated form of getType().
Entity:getName(): String
Gets the Minecraft identifier of this entity. For instance, "minecraft:pig".
Entity:getType(): String
Checks whether the proxied entity currently exists. This may return false if the proxied entity leaves your loaded chunks, dies, or goes away for some other reason.
Entity:exists(): Boolean
Gets an ItemStack for the item in the given slot. For the player, slots are indexed with 1 as the main hand, 2 as the off hand, and 3,4,5,6 as the 4 armor slots from the boots to the helmet. If an invalid slot number is given, or if the entity has no item in that slot, this will return nil.
Entity:getItem(index: Integer): ItemStack
Gets the position of the entity in the world. If delta is passed in, then it will be used to linearly interpolate the position of the entity between the previous tick and the current tick. The default value of delta is 1.
Entity:getPos(): Vector3 Entity:getPos(delta: Number): Vector3
Gets the rotation of the entity in degrees. If delta is passed in, then it will be used to linearly interpolate the rotation of the entity between the previous tick and the current tick. The default value of delta is 1.
Entity:getRot(): Vector2 Entity:getRot(delta: Number): Vector2
Returns the current eye height of this entity.
Entity:getEyeHeight(): Number
Gets the current amount of air this entity has remaining.
Entity:getAir(): Integer
"Refused to elaborate."
Entity:isHamburger(): Boolean
Returns a proxy for the entity that this player is currently riding. If the player isn't riding anything, returns nil.
Entity:getVehicle(): Entity
Returns a unit vector pointing in the direction that this entity is looking. See the blue line in the F3+B screen for an example.
Entity:getLookDir(): Vector3
Gets the Minecraft identifier of the dimension this entity is in.
Entity:getDimensionName(): String
Returns whether or not this entity is currently on the ground.
Entity:isOnGround(): Boolean
Returns the current pose of the player. This can be one of: "STANDING", "FALL_FLYING", "SLEEPING", "SWIMMING", "SPIN_ATTACK", "CROUCHING", "LONG_JUMPING", or "DYING".
Entity:getPose(): String
Gets the current velocity of this entity in world coordinates, calculated as its position this tick minus its position last tick.
Entity:getVelocity(): Vector3
Returns the size of this entity's bounding box as a Vector3. {x, y, z} are the width, height, and width. Minecraft entity hitboxes always have square bases.
Entity:getBoundingBox(): Vector3
Gets the maximum amount of air this entity can have.
Entity:getMaxAir(): Integer
Gets the number of ticks this entity has been freezing in powder snow for.
Entity:getFrozenTicks(): Integer
Returns the remaining number of ticks this entity will be on fire for.
Entity:getFireTicks(): Integer
Gets the UUID of the proxied entity.
Entity:getUUID(): String
Returns true if Figura has an avatar loaded for this entity.
Entity:hasAvatar(): Boolean
Returns true if this entity is currently glowing.
Entity:isGlowing(): Boolean
Returns true if this entity is sneaking.
Entity:isSneaking(): Boolean
Returns the Y level of this entity's eyes. Not to be confused with getEyeHeight, this function also takes the entity itself's Y position into account.
Entity:getEyeY(): Number
Returns true if this entity is currently sprinting.
Entity:isSprinting(): Boolean
Returns true if this entity is silent.
Entity:isSilent(): Boolean
Gets the value of a variable this entity stored in themselves using the Meta api's store() function.
Entity:getVariable(key: String): AnyType
Returns true if this entity's eyes are touching water.
Entity:isUnderwater(): Boolean
Returns true if this entity is currently in lava.
Entity:isInLava(): Boolean
Returns true if this entity is currently standing in rain.
Entity:isInRain(): Boolean
Returns true if this entity is currently on fire.
Entity:isOnFire(): Boolean
Returns true in any of three conditions: if the entity is in water, if the entity is in rain, or if the entity is in a bubble column. Otherwise, returns false.
Entity:isWet(): Boolean
Returns true if this entity is currently in a water block, including waterlogging.
Entity:isInWater(): Boolean
Returns true if this entity is invisible, for one reason or another.
Entity:isInvisible(): Boolean
Returns a proxy for your currently targeted BlockState. This BlockState appears on the F3 screen. Maximum and Default distance is 20, Minimum is -20
Entity:getTargetedBlock(): BlockState Entity:getTargetedBlock(ignoreLiquids: Boolean): BlockState Entity:getTargetedBlock(ignoreLiquids: Boolean, distance: Number): BlockState
Gets a table containing the NBT of this entity. Please note that not all values in the entity's NBT may be synced, as some are handled only on server side.
Entity:getNbt(): Table
Removes the function specified from the event. The default index is 1, which is the first function you registered. If you provide an integer, then the function at that index is removed. If you provide a name, then all functions registered under that name are removed. Returns true if a function was removed, and false otherwise.
Event:remove(): Boolean Event:remove(index: Integer): Boolean Event:remove(name: String): Boolean
Clears the given event of all its functions.
Event:clear(): nil
Registers the given function to the given event. When the event occurs, the function will be run. Functions are run in the order they were registered. The optional name parameter is used when you wish to later remove a function from the event.
Event:register(function: Function): nil Event:register(function: Function, name: String): nil
Returns the number of functions registered to this event.
Event:getCount(): Integer
Gets an ItemStack for the item in the given slot. Should use the same syntax for slots as the /item command.
HostAPI:getSlot(slot: String): ItemStack
Sets the current title to the given text. The text is given as json.
HostAPI:setTitle(text: String): nil
Animates swinging the player's arm. If the boolean is true, then the offhand is the one that swings.
HostAPI:swingArm(offhand: Boolean): nil
Sets the action bar message to the given text. The boolean parameter defaults to false.
HostAPI:setActionbar(text: String): nil HostAPI:setActionbar(text: String, animated: Boolean): nil
Sends the given message in the chat.
HostAPI:sendChatMessage(text: String): nil
Returns true if this instance of the script is running on host.
HostAPI:isHost(): Boolean
Returns a proxy for your currently targeted entity. This entity appears on the F3 screen.
HostAPI:getTargetedEntity(): Entity
Sets the duration of the title on the screen, also its fade-in and fade-out durations.
HostAPI:setTitleTimes(timesData: Vector3): nil HostAPI:setTitleTimes(fadeInTime: Integer, stayTime: Integer, fadeOutTime: Integer): nil
Sets the current subtitle to the given text. The text is given as json.
HostAPI:setSubtitle(text: String): nil
Clears the current title from the GUI.
HostAPI:clearTitle(): nil
Sets the color of the text that is currently being typed into the chat window.
HostAPI:setChatColor(color: Vector3): nil HostAPI:setChatColor(r: Number, g: Number, b: Number): nil
Gets the text that is currently being typed into the chat window.
HostAPI:getChatText(): String
Sets the text currently being typed in the chat window to the given string.
HostAPI:setChatText(text: String): nil

HostAPI.unlockCursor

Setting this value to true will unlock your cursor, letting you move it freely on the screen instead of it controlling your player's rotation.
unlockCursor: Boolean
Gets the name of the item.
ItemStack:getName(): String
Checks whether or not this ItemStack currently exists. Minecraft may delete ItemStack instances on occasion. I don't think it will delete them while they're in someone's inventory or on the ground, but testing is required to know for sure. Contact devs once someone has an answer to when these stop existing!
ItemStack:exists(): Boolean
Gets the number of items in this stack.
ItemStack:getCount(): Integer
Gets all the tags of this item as strings in a table.
ItemStack:getTags(): Table
Returns true if this item glows with enchantment glint.
ItemStack:hasGlint(): Boolean
Gets the damage value of the item in this stack. Works on things like tools, or other things with a durability bar.
ItemStack:getDamage(): Integer
Gets the remaining cooldown on this item, in ticks.
ItemStack:getCooldown(): Integer
Returns the name of the animation that plays when using this item.
ItemStack:getUseAction(): String
Returns true if the item is stackable.
ItemStack:isStackable(): Boolean
Gets the rarity of this item stack. COMMON = white, UNCOMMON = yellow, RARE = aqua, EPIC = light purple.
ItemStack:getRarity(): String
Returns true if this item stack has durability.
ItemStack:isDamageable(): Boolean
Returns true if this item represents a block.
ItemStack:isBlockItem(): Boolean
Returns true if this item is edible.
ItemStack:isFood(): Boolean
Returns true if this item stack can be put in an enchanting table.
ItemStack:isEnchantable(): Boolean
Converts this ItemStack to a string, like you'd see in a command.
ItemStack:toStackString(): String
Gets the number of ticks needed to "use" this item. Currently only has a use for food items. Always 32 for food items except kelp, which is 16.
ItemStack:getUseDuration(): Integer
Gets the maximum durability of this item stack.
ItemStack:getMaxDamage(): Integer
Gets the maximum stack size of this item.
ItemStack:getMaxCount(): Integer
Gets the repair cost modifier, in an anvil, for this item stack.
ItemStack:getRepairCost(): Integer

ItemStack.id

Contains the id of the item this ItemStack refers to.
id: String

ItemStack.tag

A table containing the NBT tag of this ItemStack. If this ItemStack has nothing in its tag, it is nil.
tag: Table

ItemTask

subclasses RenderTask

Sets the Item for this task render.
ItemTask:item(item: String): RenderTask ItemTask:item(item: ItemStack): RenderTask
Sets the type of item rendering to use for this task.
ItemTask:renderType(renderType: String): RenderTask

ItemTask.scale

Inherited from RenderTask

The scale of the task, relative with its attached part.
ItemTask:scale(scale: Vector3): RenderTask ItemTask:scale(x: Number, y: Number, z: Number): RenderTask

ItemTask.enabled

Inherited from RenderTask

Whether or not this task should be rendered.
ItemTask:enabled(bool: Boolean): RenderTask

ItemTask.pos

Inherited from RenderTask

The position of the task, relative with its attached part. Uses model coordinates.
ItemTask:pos(pos: Vector3): RenderTask ItemTask:pos(x: Number, y: Number, z: Number): RenderTask

ItemTask.emissive

Inherited from RenderTask

Whether or not this task should be rendered at full bright.
ItemTask:emissive(bool: Boolean): RenderTask

ItemTask.rot

Inherited from RenderTask

The rotation of the task, relative with its attached part.
ItemTask:rot(rot: Vector3): RenderTask ItemTask:rot(x: Number, y: Number, z: Number): RenderTask
Gets the name of the keybind, which you set when you created the keybind.
Keybind:getName(): String
Gets the current key for this keybind.
Keybind:getKey(): String
Checks whether this key is currently set to its default state (not been changed using the keybind menu)
Keybind:isDefault(): Boolean
Sets the key for this keybind.
Keybind:setKey(key: String): nil
Gets the name of the current key for this keybind.
Keybind:getKeyName(): String
Gets whether this keybind is currently pressed down.
Keybind:isPressed(): Boolean

Keybind.onPress

A function that runs when the key is pressed down.
onPress: Function

Keybind.onRelease

A function that runs when the key is released.
onRelease: Function

Keybind.enabled

Toggles if this keybind should be processed or not.
enabled: Boolean

Keybind.gui

Whenever or not this keybind should run when a GUI is open.
gui: Boolean

Keybind.override

Toggles if this keybind should stop vanilla keys from running.
override: Boolean
Creates and returns a new Keybind. The name is used in the keybind menu. The key parameter is an identifier for a key, such as "key.keyboard.r". The boolean gui indicates whether the keybind should always work, or if it should only work when you don't have a screen open. Check the docs list command for all key names.
KeybindAPI:create(name: String, key: String): Keybind KeybindAPI:create(name: String, key: String, gui: Boolean): Keybind KeybindAPI:create(name: String, key: String, gui: Boolean, override: Boolean): Keybind
Gets the id of the key bound to the given action, as a string. Check the docs list command for all key names and vanilla actions.
KeybindAPI:getVanillaKey(id: String): String

LivingEntity

subclasses Entity

Returns, as a table, all of the status effects this entity has on it. The table contains sub-tables, each of which contains the name, amplifier, duration, and particle visibility of an effect this entity has.
LivingEntity:getStatusEffects(): Table
Returns the amount of armor points this entity has.
LivingEntity:getArmor(): Integer
Returns the number of ticks this entity has been dead for.
LivingEntity:getDeathTime(): Integer
Returns the maximum amount of health this entity can have.
LivingEntity:getMaxHealth(): Number
Returns the number of arrows sticking out of this entity.
LivingEntity:getArrowCount(): Integer
Gets the yaw of this entity's body in degrees. If delta is passed in, then it will be used to linearly interpolate the rotation of the body between the previous tick and the current tick. The default value of delta is 1.
LivingEntity:getBodyYaw(): Number LivingEntity:getBodyYaw(delta: Number): Number
Returns the amount of health this entity has remaining.
LivingEntity:getHealth(): Number
Returns an ItemStack representing the item in this entity's main hand. If true is passed in for "offhand", then it will instead look at the item in the entity's offhand. If the entity isn't holding an item in that hand, returns nil.
LivingEntity:getHeldItem(): ItemStack LivingEntity:getHeldItem(offhand: Boolean): ItemStack
Returns "OFF_HAND" or "MAIN_HAND", depending on which hand this entity uses an item with.
LivingEntity:getActiveHand(): String
Returns an ItemStack representing the item the entity is currently using. If they're not using any item, returns nil.
LivingEntity:getActiveItem(): ItemStack
Returns true if the entity is currently using a climbable block, like a ladder or vine.
LivingEntity:isClimbing(): Boolean
Returns true if the entity's main hand is its left.
LivingEntity:isLeftHanded(): Boolean
Returns true if the entity is currently using an item.
LivingEntity:isUsingItem(): Boolean
Returns the number of bee stingers sticking out of this entity.
LivingEntity:getStingerCount(): Integer

LivingEntity.getName

Inherited from Entity

Gets the name of this entity, if it has a custom name. If it doesn't, returns a translated form of getType().
LivingEntity:getName(): String

LivingEntity.getType

Inherited from Entity

Gets the Minecraft identifier of this entity. For instance, "minecraft:pig".
LivingEntity:getType(): String

LivingEntity.exists

Inherited from Entity

Checks whether the proxied entity currently exists. This may return false if the proxied entity leaves your loaded chunks, dies, or goes away for some other reason.
LivingEntity:exists(): Boolean

LivingEntity.getItem

Inherited from Entity

Gets an ItemStack for the item in the given slot. For the player, slots are indexed with 1 as the main hand, 2 as the off hand, and 3,4,5,6 as the 4 armor slots from the boots to the helmet. If an invalid slot number is given, or if the entity has no item in that slot, this will return nil.
LivingEntity:getItem(index: Integer): ItemStack

LivingEntity.getPos

Inherited from Entity

Gets the position of the entity in the world. If delta is passed in, then it will be used to linearly interpolate the position of the entity between the previous tick and the current tick. The default value of delta is 1.
LivingEntity:getPos(): Vector3 LivingEntity:getPos(delta: Number): Vector3

LivingEntity.getRot

Inherited from Entity

Gets the rotation of the entity in degrees. If delta is passed in, then it will be used to linearly interpolate the rotation of the entity between the previous tick and the current tick. The default value of delta is 1.
LivingEntity:getRot(): Vector2 LivingEntity:getRot(delta: Number): Vector2

LivingEntity.getEyeHeight

Inherited from Entity

Returns the current eye height of this entity.
LivingEntity:getEyeHeight(): Number

LivingEntity.getAir

Inherited from Entity

Gets the current amount of air this entity has remaining.
LivingEntity:getAir(): Integer

LivingEntity.isHamburger

Inherited from Entity

"Refused to elaborate."
LivingEntity:isHamburger(): Boolean

LivingEntity.getVehicle

Inherited from Entity

Returns a proxy for the entity that this player is currently riding. If the player isn't riding anything, returns nil.
LivingEntity:getVehicle(): Entity

LivingEntity.getLookDir

Inherited from Entity

Returns a unit vector pointing in the direction that this entity is looking. See the blue line in the F3+B screen for an example.
LivingEntity:getLookDir(): Vector3

LivingEntity.getDimensionName

Inherited from Entity

Gets the Minecraft identifier of the dimension this entity is in.
LivingEntity:getDimensionName(): String

LivingEntity.isOnGround

Inherited from Entity

Returns whether or not this entity is currently on the ground.
LivingEntity:isOnGround(): Boolean

LivingEntity.getPose

Inherited from Entity

Returns the current pose of the player. This can be one of: "STANDING", "FALL_FLYING", "SLEEPING", "SWIMMING", "SPIN_ATTACK", "CROUCHING", "LONG_JUMPING", or "DYING".
LivingEntity:getPose(): String

LivingEntity.getVelocity

Inherited from Entity

Gets the current velocity of this entity in world coordinates, calculated as its position this tick minus its position last tick.
LivingEntity:getVelocity(): Vector3

LivingEntity.getBoundingBox

Inherited from Entity

Returns the size of this entity's bounding box as a Vector3. {x, y, z} are the width, height, and width. Minecraft entity hitboxes always have square bases.
LivingEntity:getBoundingBox(): Vector3

LivingEntity.getMaxAir

Inherited from Entity

Gets the maximum amount of air this entity can have.
LivingEntity:getMaxAir(): Integer

LivingEntity.getFrozenTicks

Inherited from Entity

Gets the number of ticks this entity has been freezing in powder snow for.
LivingEntity:getFrozenTicks(): Integer

LivingEntity.getFireTicks

Inherited from Entity

Returns the remaining number of ticks this entity will be on fire for.
LivingEntity:getFireTicks(): Integer

LivingEntity.getUUID

Inherited from Entity

Gets the UUID of the proxied entity.
LivingEntity:getUUID(): String

LivingEntity.hasAvatar

Inherited from Entity

Returns true if Figura has an avatar loaded for this entity.
LivingEntity:hasAvatar(): Boolean

LivingEntity.isGlowing

Inherited from Entity

Returns true if this entity is currently glowing.
LivingEntity:isGlowing(): Boolean

LivingEntity.isSneaking

Inherited from Entity

Returns true if this entity is sneaking.
LivingEntity:isSneaking(): Boolean

LivingEntity.getEyeY

Inherited from Entity

Returns the Y level of this entity's eyes. Not to be confused with getEyeHeight, this function also takes the entity itself's Y position into account.
LivingEntity:getEyeY(): Number

LivingEntity.isSprinting

Inherited from Entity

Returns true if this entity is currently sprinting.
LivingEntity:isSprinting(): Boolean

LivingEntity.isSilent

Inherited from Entity

Returns true if this entity is silent.
LivingEntity:isSilent(): Boolean

LivingEntity.getVariable

Inherited from Entity

Gets the value of a variable this entity stored in themselves using the Meta api's store() function.
LivingEntity:getVariable(key: String): AnyType

LivingEntity.isUnderwater

Inherited from Entity

Returns true if this entity's eyes are touching water.
LivingEntity:isUnderwater(): Boolean

LivingEntity.isInLava

Inherited from Entity

Returns true if this entity is currently in lava.
LivingEntity:isInLava(): Boolean

LivingEntity.isInRain

Inherited from Entity

Returns true if this entity is currently standing in rain.
LivingEntity:isInRain(): Boolean

LivingEntity.isOnFire

Inherited from Entity

Returns true if this entity is currently on fire.
LivingEntity:isOnFire(): Boolean

LivingEntity.isWet

Inherited from Entity

Returns true in any of three conditions: if the entity is in water, if the entity is in rain, or if the entity is in a bubble column. Otherwise, returns false.
LivingEntity:isWet(): Boolean

LivingEntity.isInWater

Inherited from Entity

Returns true if this entity is currently in a water block, including waterlogging.
LivingEntity:isInWater(): Boolean

LivingEntity.isInvisible

Inherited from Entity

Returns true if this entity is invisible, for one reason or another.
LivingEntity:isInvisible(): Boolean

LivingEntity.getTargetedBlock

Inherited from Entity

Returns a proxy for your currently targeted BlockState. This BlockState appears on the F3 screen. Maximum and Default distance is 20, Minimum is -20
LivingEntity:getTargetedBlock(): BlockState LivingEntity:getTargetedBlock(ignoreLiquids: Boolean): BlockState LivingEntity:getTargetedBlock(ignoreLiquids: Boolean, distance: Number): BlockState

LivingEntity.getNbt

Inherited from Entity

Gets a table containing the NBT of this entity. Please note that not all values in the entity's NBT may be synced, as some are handled only on server side.
LivingEntity:getNbt(): Table
Scales this matrix by the specified amount, changing the values inside.
Matrix2:scale(vec: Vector2): nil Matrix2:scale(x: Number, y: Number): nil
Resets this matrix back to the identity matrix.
Matrix2:reset(): nil
Rotates this matrix by the specified amount, changing the values inside. Angle is given in degrees.
Matrix2:rotate(angle: Number): nil
Gets a Vector2 representing the desired column of the matrix. 1-indexed, so calling mat:getColumn(1) will return the first column of the matrix.
Matrix2:getColumn(col: Integer): Vector2
Calculates and returns the transpose of this matrix.
Matrix2:getTranspose(): Matrix2
Gets a Vector2 representing the desired row of the matrix. 1-indexed, so calling mat:getRow(1) will return the first row of the matrix.
Matrix2:getRow(row: Integer): Vector2
Calculates and returns the inverse of this matrix.
Matrix2:getInverse(): Matrix2
Inverts this matrix, changing the values inside.
Matrix2:invert(): nil
Calculates and returns the determinant of this matrix.
Matrix2:det(): Number
Transposes this matrix, changing the values inside.
Matrix2:transpose(): nil

Matrix2.vRC

There is 1 such field for each element of the matrix. You can index these fields with the names v{row}{column}, for example "mat.v12" will return the value in the first row, second column of "mat".
vRC: Number
Scales this matrix by the specified amount, changing the values inside.
Matrix3:scale(vec: Vector3): nil Matrix3:scale(x: Number, y: Number, z: Number): nil
Resets this matrix back to the identity matrix.
Matrix3:reset(): nil
Rotates this matrix by the specified amount, changing the values inside. Angles are given in degrees, and the rotation order is ZYX.
Matrix3:rotate(vec: Vector3): nil Matrix3:rotate(x: Number, y: Number, z: Number): nil
Gets a Vector3 representing the desired column of the matrix. 1-indexed, so calling mat:getColumn(1) will return the first column of the matrix.
Matrix3:getColumn(col: Integer): Vector3
Calculates and returns the transpose of this matrix.
Matrix3:getTranspose(): Matrix3
Gets a Vector3 representing the desired row of the matrix. 1-indexed, so calling mat:getRow(1) will return the first row of the matrix.
Matrix3:getRow(row: Integer): Vector3
Calculates and returns the inverse of this matrix.
Matrix3:getInverse(): Matrix3
Inverts this matrix, changing the values inside.
Matrix3:invert(): nil
Translates this matrix by the specified amount, changing the values inside.
Matrix3:translate(vec: Vector2): nil Matrix3:translate(x: Number, y: Number): nil
Calculates and returns the determinant of this matrix.
Matrix3:det(): Number
Transposes this matrix, changing the values inside.
Matrix3:transpose(): nil

Matrix3.vRC

There is 1 such field for each element of the matrix. You can index these fields with the names v{row}{column}, for example "mat.v12" will return the value in the first row, second column of "mat".
vRC: Number
Scales this matrix by the specified amount, changing the values inside.
Matrix4:scale(vec: Vector3): nil Matrix4:scale(x: Number, y: Number, z: Number): nil
Resets this matrix back to the identity matrix.
Matrix4:reset(): nil
Rotates this matrix by the specified amount, changing the values inside. Angles are given in degrees, and the rotation order is ZYX.
Matrix4:rotate(vec: Vector3): nil Matrix4:rotate(x: Number, y: Number, z: Number): nil
Gets a Vector4 representing the desired column of the matrix. 1-indexed, so calling mat:getColumn(1) will return the first column of the matrix.
Matrix4:getColumn(col: Integer): Vector4
Calculates and returns the transpose of this matrix.
Matrix4:getTranspose(): Matrix4
Gets a Vector4 representing the desired row of the matrix. 1-indexed, so calling mat:getRow(1) will return the first row of the matrix.
Matrix4:getRow(row: Integer): Vector4
Calculates and returns the inverse of this matrix.
Matrix4:getInverse(): Matrix4
Inverts this matrix, changing the values inside.
Matrix4:invert(): nil
Translates this matrix by the specified amount, changing the values inside.
Matrix4:translate(vec: Vector3): nil Matrix4:translate(x: Number, y: Number, z: Number): nil
Calculates and returns the determinant of this matrix.
Matrix4:det(): Number
Transposes this matrix, changing the values inside.
Matrix4:transpose(): nil

Matrix4.vRC

There is 1 such field for each element of the matrix. You can index these fields with the names v{row}{column}, for example "mat.v12" will return the value in the first row, second column of "mat".
vRC: Number
Gets the name string of this avatar.
MetaAPI:getName(): String
Store the given key-value pair inside your current avatar's metadata. Someone else can get this information from a different script with the getVariable() function in Player. The key must be a string.
MetaAPI:store(key: String, value: AnyType): nil
Gets the file size of this avatar in bytes.
MetaAPI:getSize(): Number
Gets the version string of this avatar.
MetaAPI:getVersion(): String
Sets the current color string of your avatar, used as your avatar theme.
MetaAPI:setColor(color: String): nil
Gets the authors string of this avatar.
MetaAPI:getAuthors(): String
Gets the maximum allowed animation complexity (number of playing channels) in the trust settings of the viewer.
MetaAPI:getMaxAnimationComplexity(): Integer
Gets whether or not the viewer allows your avatar to edit the vanilla models.
MetaAPI:canEditVanillaModel(): Boolean
Gets the number of Events.WORLD_RENDER and Events.POST_WORLD_RENDER instructions of this avatar last frame.
MetaAPI:getWorldRenderCount(): Integer
Gets the maximum allowed instructions in Events.WORLD_TICK in the trust settings of the viewer.
MetaAPI:getMaxWorldTickCount(): Integer
Gets the maximum allowed instructions in Events.WORLD_RENDER and Events.POST_WORLD_RENDER in the trust settings of the viewer.
MetaAPI:getMaxWorldRenderCount(): Integer
Gets the remaining amount of particles this avatar can summon.
MetaAPI:getRemainingParticles(): Integer
Gets the current animation complexity of this avatar.
MetaAPI:getAnimationComplexity(): Integer
Gets the current color string of your avatar, used as your avatar theme.
MetaAPI:getColor(): String
Gets whether or not this avatar has a texture.
MetaAPI:hasTexture(): Boolean
Gets whether this script currently has stopped due to an error (kinda useless lmao).
MetaAPI:hasScriptError(): Boolean
Gets the number of Events.WORLD_TICK instructions of this avatar last tick.
MetaAPI:getWorldTickCount(): Integer
Gets the maximum allowed memory usage of this script in the trust settings of the viewer, in bytes.
MetaAPI:getMaxScriptMemory(): Integer
Gets the maximum allowed instructions in Events.RENDER and Events.POST_RENDER in the trust settings of the viewer.
MetaAPI:getMaxRenderCount(): Integer
Gets the number of Events.RENDER and Events.POST_RENDER instructions of this avatar last frame.
MetaAPI:getRenderCount(): Integer
Gets the number of initialization instructions of this avatar.
MetaAPI:getInitCount(): Integer
Gets the current complexity of this avatar.
MetaAPI:getComplexity(): Integer
Gets the maximum allowed model complexity (number of faces) in the trust settings of the viewer.
MetaAPI:getMaxComplexity(): Integer
Gets the maximum allowed instructions during initialization in the trust settings of the viewer.
MetaAPI:getMaxInitCount(): Integer
Gets the number of Events.TICK instructions of this avatar last tick.
MetaAPI:getTickCount(): Integer
Gets the current amount of memory in use by this avatar, in bytes.
MetaAPI:getScriptMemory(): Integer
Gets the maximum allowed instructions in Events.TICK in the trust settings of the viewer.
MetaAPI:getMaxTickCount(): Integer
Gets the maximum allowed number of particles in the trust settings of the viewer.
MetaAPI:getMaxParticles(): Integer
Gets whether or not the viewer allows your avatar to edit your nameplate.
MetaAPI:canEditNameplate(): Boolean
Gets whether or not the viewer allows your avatar to play custom sounds.
MetaAPI:canUseCustomSounds(): Boolean
Gets the remaining amount of sound this avatar can play.
MetaAPI:getRemainingSounds(): Integer
Gets the maximum allowed number of sounds in the trust settings of the viewer.
MetaAPI:getMaxSounds(): Integer
Gets whether or not the viewer trusts you to render the avatar off-screen.
MetaAPI:canRenderOffscreen(): Boolean
The scale factor of the nameplate. Only usable on the ENTITY nameplate.
NameplateCustomization:setScale(scale: Vector3): nil NameplateCustomization:setScale(x: Number, y: Number, z: Number): nil
The text to use in this nameplate.
NameplateCustomization:getText(): String
The text to use in this nameplate.
NameplateCustomization:setText(text: String): nil
Whether or not the nameplate should be visible. Only usable on the ENTITY nameplate.
NameplateCustomization:setVisible(visible: Boolean): nil
The scale factor of the nameplate. Only usable on the ENTITY nameplate.
NameplateCustomization:getScale(): Vector3
Whether or not the nameplate should be visible. Only usable on the ENTITY nameplate.
NameplateCustomization:isVisible(): Boolean
The position offset of the nameplate, in world coordinates. Only usable on the ENTITY nameplate.
NameplateCustomization:setPos(pos: Vector3): nil NameplateCustomization:setPos(x: Number, y: Number, z: Number): nil
The position offset of the nameplate, in world coordinates. Only usable on the ENTITY nameplate.
NameplateCustomization:getPos(): Vector3
Adds a new Click Action on the selected Page's index. If no index is given it is added in the first available index.
Page:newAction(): Action Page:newAction(index: Integer): Action
local action = myPage:getAction(1)
Gets an Action from the Page's given index.
Page:getAction(index: Integer): Action
Adds a new Scroll Action on the selected Page's index. If no index is given it is added in the first available index.
Page:newScroll(): Action Page:newScroll(index: Integer): Action
Adds a new Toggle Action on the selected Page's index. If no index is given it is added in the first available index.
Page:newToggle(): Action Page:newToggle(index: Integer): Action
The scale of the task, relative with its attached part.
RenderTask:scale(scale: Vector3): RenderTask RenderTask:scale(x: Number, y: Number, z: Number): RenderTask
Whether or not this task should be rendered.
RenderTask:enabled(bool: Boolean): RenderTask
The position of the task, relative with its attached part. Uses model coordinates.
RenderTask:pos(pos: Vector3): RenderTask RenderTask:pos(x: Number, y: Number, z: Number): RenderTask
Whether or not this task should be rendered at full bright.
RenderTask:emissive(bool: Boolean): RenderTask
The rotation of the task, relative with its attached part.
RenderTask:rot(rot: Vector3): RenderTask RenderTask:rot(x: Number, y: Number, z: Number): RenderTask
Sets the absolute rotation of the camera. Nil values for rotation are assumed to be 0. For relative rotation values, check out the "offset" rot function.
RendererAPI:setCameraRot(rot: Vector3): nil RendererAPI:setCameraRot(x: Number, y: Number, z: Number): nil
Gets the radius of your shadow. The default value is nil, which means to use the vanilla default of 0.5 for players.
RendererAPI:getShadowRadius(): Number
Checks if your camera is in the first person view.
RendererAPI:isFirstPerson(): Boolean
Checks if your camera is in the backwards third person view.
RendererAPI:isCameraBackwards(): Boolean
figura.docs.renderer.set_camera_bonus_rot
RendererAPI:setCameraBonusRot(rot: Vector3): nil RendererAPI:setCameraBonusRot(x: Number, y: Number, z: Number): nil
Sets the current rendering effect. Same as the discontinued Super Secret Settings.
RendererAPI:setPostEffect(effect: String): nil
Sets the radius of your shadow. The default value is nil, which means to use the vanilla default of 0.5 for players. The maximum value is 12.
RendererAPI:setShadowRadius(radius: Number): nil

RendererAPI.renderFire

Whether or not you should visually have the fire effect while on fire. True by default.
renderFire: Boolean

RendererAPI.renderVehicle

Whether or not your vehicle (boat, minecart, horse, whatever) will be rendered. True by default.
renderVehicle: Boolean

ScrollAction

subclasses Action

Sets the function that is executed when the mouse is scrolled. Returns the Action for function chaining.
ScrollAction:onScroll(scrollFunction: Function): Action

ScrollAction.color

Inherited from Action

Sets the color of the Action. Returns the Action for function chaining.
ScrollAction:color(color: Vector3): Action ScrollAction:color(r: Number, g: Number, b: Number): Action

ScrollAction.item

Inherited from Action

Sets the item of the Action. Returns the Action for function chaining.
ScrollAction:item(item: ItemStack): Action ScrollAction:item(item: String): Action

ScrollAction.title

Inherited from Action

Sets the title of the Action. Returns the Action for function chaining.
ScrollAction:title(title: String): Action

ScrollAction.hoverItem

Inherited from Action

Sets the item of the Action when it is being hovered. Returns the Action for function chaining.
ScrollAction:hoverItem(item: ItemStack): Action ScrollAction:hoverItem(item: String): Action

ScrollAction.hoverColor

Inherited from Action

Sets the color of the Action when it is being hovered. Returns the Action for function chaining.
ScrollAction:hoverColor(color: Vector3): Action ScrollAction:hoverColor(r: Number, g: Number, b: Number): Action

ScrollAction.scroll

Function that is executed when the mouse is scrolled.
scroll: Function

TextTask

subclasses RenderTask

Sets the Text for this task render.
TextTask:text(text: String): RenderTask
Toggles if the Text should render with a drop shadow. Not compatible with "Outline" mode
TextTask:shadow(shadow: Boolean): RenderTask
Toggles if the Text should render with a outline. Always renders at full bright. Not compatible with "Shadow" and "Emissive" modes
TextTask:outline(outline: Boolean): RenderTask
Toggles if the Text should render centred on this task pivot point.
TextTask:centred(centred: Boolean): RenderTask
Sets the outline color this Text should render. Only compatible with "Outline" mode
TextTask:outlineColor(color: Vector3): TextTask TextTask:outlineColor(r: Number, g: Number, b: Number): TextTask

TextTask.scale

Inherited from RenderTask

The scale of the task, relative with its attached part.
TextTask:scale(scale: Vector3): RenderTask TextTask:scale(x: Number, y: Number, z: Number): RenderTask

TextTask.enabled

Inherited from RenderTask

Whether or not this task should be rendered.
TextTask:enabled(bool: Boolean): RenderTask

TextTask.pos

Inherited from RenderTask

The position of the task, relative with its attached part. Uses model coordinates.
TextTask:pos(pos: Vector3): RenderTask TextTask:pos(x: Number, y: Number, z: Number): RenderTask

TextTask.emissive

Inherited from RenderTask

Whether or not this task should be rendered at full bright.
TextTask:emissive(bool: Boolean): RenderTask

TextTask.rot

Inherited from RenderTask

The rotation of the task, relative with its attached part.
TextTask:rot(rot: Vector3): RenderTask TextTask:rot(x: Number, y: Number, z: Number): RenderTask

ToggleAction

subclasses Action

Sets the color of the Action when it is toggled. Returns the Action for function chaining.
ToggleAction:toggleColor(color: Vector3): Action ToggleAction:toggleColor(r: Number, g: Number, b: Number): Action
Sets the function that is executed when the Action is untoggled. Returns the Action for function chaining.
ToggleAction:onUntoggle(rightFunction: Function): Action
Sets the title of the Action when it is toggled. Returns the Action for function chaining.
ToggleAction:toggleTitle(title: String): Action
Checks if the Action is toggled or not.
ToggleAction:isToggled(): Boolean
Sets the toggle state of the Action. Returns the Action for function chaining.
ToggleAction:toggled(bool: Boolean): Action
Sets the item of the Action when it is toggled. Returns the Action for function chaining.
ToggleAction:toggleItem(item: ItemStack): Action ToggleAction:toggleItem(item: String): Action
Sets the function that is executed when the Action is toggled. Returns the Action for function chaining.
ToggleAction:onToggle(leftFunction: Function): Action

ToggleAction.color

Inherited from Action

Sets the color of the Action. Returns the Action for function chaining.
ToggleAction:color(color: Vector3): Action ToggleAction:color(r: Number, g: Number, b: Number): Action

ToggleAction.item

Inherited from Action

Sets the item of the Action. Returns the Action for function chaining.
ToggleAction:item(item: ItemStack): Action ToggleAction:item(item: String): Action

ToggleAction.title

Inherited from Action

Sets the title of the Action. Returns the Action for function chaining.
ToggleAction:title(title: String): Action

ToggleAction.hoverItem

Inherited from Action

Sets the item of the Action when it is being hovered. Returns the Action for function chaining.
ToggleAction:hoverItem(item: ItemStack): Action ToggleAction:hoverItem(item: String): Action

ToggleAction.hoverColor

Inherited from Action

Sets the color of the Action when it is being hovered. Returns the Action for function chaining.
ToggleAction:hoverColor(color: Vector3): Action ToggleAction:hoverColor(r: Number, g: Number, b: Number): Action
Gets whether you have set this parts to be visible or invisible. Only responds to your own changes in script, not anything done by Minecraft.
VanillaModelGroup:getVisible(): Boolean
Sets this parts to be visible or invisible.
VanillaModelGroup:setVisible(visible: Boolean): nil
Gets whether you have set this part to be visible or invisible. Only responds to your own changes in script, not anything done by Minecraft.
VanillaModelPart:getVisible(): Boolean
Sets this part to be visible or invisible.
VanillaModelPart:setVisible(visible: Boolean): nil
Gets the rotation to this vanilla model part currently applied by Minecraft.
VanillaModelPart:getOriginRot(): Vector3
Gets the position offset to this vanilla model part currently applied by Minecraft.
VanillaModelPart:getOriginPos(): Vector3
Returns the length of this vector.
Vector2:length(): Number
Returns the dot product of vec1 and vec2.
Vector2:dot(vec2: Vector2): Number
Sets this vector to have the given values. Nil values are treated as zero.
Vector2:set(x: Number, y: Number): nil
Creates and returns a copy of this vector.
Vector2:copy(): Vector2
Modifies this vector so that its length is 1, unless its length was originally 0.
Vector2:normalize(): nil
Resets this vector back to being all zeroes.
Vector2:reset(): nil
Returns a copy of this vector with length 1, unless its length was originally 0.
Vector2:normalized(): Vector2
Returns the length of this vector squared. Suitable when you only care about relative lengths, because it avoids a square root.
Vector2:lengthSquared(): Number
Returns a copy of the given vector, in degrees.
Vector2:toDeg(): Vector2
Returns a copy of the given vector, in radians.
Vector2:toRad(): Vector2
Modifies this vector so that its length is between minLength and maxLength. If the vector has length zero, it is unmodified.
Vector2:clampLength(minLength: Number, maxLength: Number): nil
Returns a modified copy of this vector, with its length clamped from minLength to maxLength. If the vector has length zero, then the copy does too.
Vector2:clamped(minLength: Number, maxLength: Number): Vector2

Vector2.x

The first coordinate of this vector. Can also be gotten with the indices "r" and [1].
x: Number

Vector2.y

The second coordinate of this vector. Can also be gotten with the indices "g" and [2].
y: Number
Returns the length of this vector.
Vector3:length(): Number
Returns the dot product of vec1 and vec2.
Vector3:dot(vec2: Vector3): Number
Sets this vector to have the given values. Nil values are treated as zero.
Vector3:set(x: Number, y: Number, z: Number): nil
Creates and returns a copy of this vector.
Vector3:copy(): Vector3
Modifies this vector so that its length is 1, unless its length was originally 0.
Vector3:normalize(): nil
Resets this vector back to being all zeroes.
Vector3:reset(): nil
Returns a copy of this vector with length 1, unless its length was originally 0.
Vector3:normalized(): Vector3
Returns the cross product of vec1 and vec2.
Vector3:cross(vec2: Vector3): Vector3
Returns the augmented form of this vector. The augmented form is Vector4 with a 1 in its W coordinate.
Vector3:augmented(): Vector4
Returns the length of this vector squared. Suitable when you only care about relative lengths, because it avoids a square root.
Vector3:lengthSquared(): Number
Returns a copy of the given vector, in degrees.
Vector3:toDeg(): Vector3
Returns a copy of the given vector, in radians.
Vector3:toRad(): Vector3
Modifies this vector so that its length is between minLength and maxLength. If the vector has length zero, it is unmodified.
Vector3:clampLength(minLength: Number, maxLength: Number): nil
Returns a modified copy of this vector, with its length clamped from minLength to maxLength. If the vector has length zero, then the copy does too.
Vector3:clamped(minLength: Number, maxLength: Number): Vector3

Vector3.x

The first coordinate of this vector. Can also be gotten with the indices "r" and [1].
x: Number

Vector3.y

The second coordinate of this vector. Can also be gotten with the indices "g" and [2].
y: Number

Vector3.z

The third coordinate of this vector. Can also be gotten with the indices "b" and [3].
z: Number
Returns the length of this vector.
Vector4:length(): Number
Returns the dot product of vec1 and vec2.
Vector4:dot(vec2: Vector4): Number
Sets this vector to have the given values. Nil values are treated as zero.
Vector4:set(x: Number, y: Number, z: Number, w: Number): nil
Creates and returns a copy of this vector.
Vector4:copy(): Vector4
Returns a copy of this vector with length 1, unless its length was originally 0.
Vector4:normalize(): nil
Resets this vector back to being all zeroes.
Vector4:reset(): nil
Returns a copy of this vector with length 1, unless its length was originally 0.
Vector4:normalized(): Vector4
Returns the length of this vector squared. Suitable when you only care about relative lengths, because it avoids a square root.
Vector4:lengthSquared(): Number
Returns a copy of the given vector, in degrees.
Vector4:toDeg(): Vector4
Returns a copy of the given vector, in radians.
Vector4:toRad(): Vector4
Modifies this vector so that its length is between minLength and maxLength. If the vector has length zero, it is unmodified.
Vector4:clampLength(minLength: Number, maxLength: Number): nil
Returns a modified copy of this vector, with its length clamped from minLength to maxLength. If the vector has length zero, then the copy does too.
Vector4:clamped(minLength: Number, maxLength: Number): Vector4

Vector4.x

The first coordinate of this vector. Can also be gotten with the indices "r" and [1].
x: Number

Vector4.y

The second coordinate of this vector. Can also be gotten with the indices "g" and [2].
y: Number

Vector4.z

The third coordinate of this vector. Can also be gotten with the indices "b" and [3].
z: Number

Vector4.w

The fourth coordinate of this vector. Can also be gotten with the indices "a" and [4].
w: Number
Returns the length of this vector.
Vector5:length(): Number
Returns the dot product of vec1 and vec2.
Vector5:dot(vec2: Vector5): Number
Sets this vector to have the given values. Nil values are treated as zero.
Vector5:set(x: Number, y: Number, z: Number, w: Number, t: Number): nil
Creates and returns a copy of this vector.
Vector5:copy(): Vector5
Modifies this vector so that its length is 1, unless its length was originally 0.
Vector5:normalize(): nil
Resets this vector back to being all zeroes.
Vector5:reset(): nil
Returns a copy of this vector with length 1, unless its length was originally 0.
Vector5:normalized(): Vector5
Returns the length of this vector squared. Suitable when you only care about relative lengths, because it avoids a square root.
Vector5:lengthSquared(): Number
Returns a copy of the given vector, in degrees.
Vector5:toDeg(): Vector5
Returns a copy of the given vector, in radians.
Vector5:toRad(): Vector5
Modifies this vector so that its length is between minLength and maxLength. If the vector has length zero, it is unmodified.
Vector5:clampLength(minLength: Number, maxLength: Number): nil
Returns a modified copy of this vector, with its length clamped from minLength to maxLength. If the vector has length zero, then the copy does too.
Vector5:clamped(minLength: Number, maxLength: Number): Vector5

Vector5.x

The first coordinate of this vector. Can also be gotten with the indices "r" and [1].
x: Number

Vector5.y

The second coordinate of this vector. Can also be gotten with the indices "g" and [2].
y: Number

Vector5.z

The third coordinate of this vector. Can also be gotten with the indices "b" and [3].
z: Number

Vector5.w

The fourth coordinate of this vector. Can also be gotten with the indices "a" and [4].
w: Number

Vector5.t

The fifth coordinate of this vector. Can also be gotten with the index [5].
t: Number
Returns the length of this vector.
Vector6:length(): Number
Returns the dot product of vec1 and vec2.
Vector6:dot(vec2: Vector6): Number
Sets this vector to have the given values. Nil values are treated as zero.
Vector6:set(x: Number, y: Number, z: Number, w: Number, t: Number, h: Number): nil
Creates and returns a copy of this vector.
Vector6:copy(): Vector6
Modifies this vector so that its length is 1, unless its length was originally 0.
Vector6:normalize(): nil
Resets this vector back to being all zeroes.
Vector6:reset(): nil
Returns a copy of this vector with length 1, unless its length was originally 0.
Vector6:normalized(): Vector6
Returns the length of this vector squared. Suitable when you only care about relative lengths, because it avoids a square root.
Vector6:lengthSquared(): Number
Returns a copy of the given vector, in degrees.
Vector6:toDeg(): Vector6
Returns a copy of the given vector, in radians.
Vector6:toRad(): Vector6
Modifies this vector so that its length is between minLength and maxLength. If the vector has length zero, it is unmodified.
Vector6:clampLength(minLength: Number, maxLength: Number): nil
Returns a modified copy of this vector, with its length clamped from minLength to maxLength. If the vector has length zero, then the copy does too.
Vector6:clamped(minLength: Number, maxLength: Number): Vector6

Vector6.x

The first coordinate of this vector. Can also be gotten with the indices "r" and [1].
x: Number

Vector6.y

The second coordinate of this vector. Can also be gotten with the indices "g" and [2].
y: Number

Vector6.z

The third coordinate of this vector. Can also be gotten with the indices "b" and [3].
z: Number

Vector6.w

The fourth coordinate of this vector. Can also be gotten with the indices "a" and [4].
w: Number

Vector6.t

The fifth coordinate of this vector. Can also be gotten with the index [5].
t: Number

Vector6.h

The sixth coordinate of this vector. Can also be gotten with the index [6].
h: Number
Maps the given value from one range to another. For example, if you have a value of 20 in the range 0-200, and you want to map it to the range 100-200, the result will be 110.
math.map(value: Number, oldMin: Number, oldMax: Number, newMin: Number, newMax: Number): Number
Rounds the given number to the nearest whole integer.
math.round(value: Number): Number
Returns the sign of the given number. Returns 1 if the number is positive, -1 if it's negative, and 0 if it's 0.
math.sign(value: Number): Number
Clamps the given value between min and max.
math.clamp(value: Number, min: Number, max: Number): Number
Linearly interpolates from its first argument to its second argument, with the third argument as the parameter. Works on both regular numbers and vectors.
math.lerp(a: Number, b: Number, t: Number): Number math.lerp(a: Vector, b: Vector, t: Number): Vector
Similar to the default lerp function, but numbers are limited to the range of 0-360. Lerp is done towards the shortest angle. For example, a lerp of 340 and 20, with factor of 0.75, will return 310.
math.lerpAngle(a: Number, b: Number, t: Number): Number
Returns the shortest angle between two angles. For example, if you have an angle of 350 degrees and you want to get the shortest angle between it and 0 degrees, the result will be 10 degrees.
math.shortAngle(from: Number, to: Number): Number

EntityPoses

List of valid EntityPoses. Used within the EntityAPI.
STANDING
FALL_FLYING
SLEEPING
SWIMMING
SPIN_ATTACK
CROUCHING
LONG_JUMPING
DYING
CROAKING
USING_TONGUE
ROARING
SNIFFING
EMERGING
DIGGING

Item RenderTypes

List of valid RenderTypes. Used within the Item RenderTask.
NONE
THIRD_PERSON_LEFT_HAND
THIRD_PERSON_RIGHT_HAND
FIRST_PERSON_LEFT_HAND
FIRST_PERSON_RIGHT_HAND
HEAD
GUI
GROUND
FIXED

KeyIDs

List of valid KeyIDs. Used within the KeybindAPI.
key.playerlist
figura.config.action_wheel_button
key.sneak
key.hotbar.8
key.hotbar.7
key.sprint
key.hotbar.6
key.hotbar.5
key.hotbar.4
key.hotbar.3
key.hotbar.2
key.togglePerspective
key.hotbar.1
key.spectatorOutlines
key.left
key.chat
key.pickItem
key.socialInteractions
key.fullscreen
key.attack
key.smoothCamera
key.advancements
key.use
figura.config.panic_button
key.loadToolbarActivator
figura.config.reload_button
key.hotbar.9
key.forward
key.right
key.screenshot
key.back
key.swapOffhand
key.command
key.saveToolbarActivator
key.inventory
key.jump
key.drop

Keybinds

List of valid keybind keys. Used within the KeybindAPI.
key.keyboard.unknown
key.mouse.left
key.mouse.right
key.mouse.middle
key.mouse.4
key.mouse.5
key.mouse.6
key.mouse.7
key.mouse.8
key.keyboard.0
key.keyboard.1
key.keyboard.2
key.keyboard.3
key.keyboard.4
key.keyboard.5
key.keyboard.6
key.keyboard.7
key.keyboard.8
key.keyboard.9
key.keyboard.a
key.keyboard.b
key.keyboard.c
key.keyboard.d
key.keyboard.e
key.keyboard.f
key.keyboard.g
key.keyboard.h
key.keyboard.i
key.keyboard.j
key.keyboard.k
key.keyboard.l
key.keyboard.m
key.keyboard.n
key.keyboard.o
key.keyboard.p
key.keyboard.q
key.keyboard.r
key.keyboard.s
key.keyboard.t
key.keyboard.u
key.keyboard.v
key.keyboard.w
key.keyboard.x
key.keyboard.y
key.keyboard.z
key.keyboard.f1
key.keyboard.f2
key.keyboard.f3
key.keyboard.f4
key.keyboard.f5
key.keyboard.f6
key.keyboard.f7
key.keyboard.f8
key.keyboard.f9
key.keyboard.f10
key.keyboard.f11
key.keyboard.f12
key.keyboard.f13
key.keyboard.f14
key.keyboard.f15
key.keyboard.f16
key.keyboard.f17
key.keyboard.f18
key.keyboard.f19
key.keyboard.f20
key.keyboard.f21
key.keyboard.f22
key.keyboard.f23
key.keyboard.f24
key.keyboard.f25
key.keyboard.num.lock
key.keyboard.keypad.0
key.keyboard.keypad.1
key.keyboard.keypad.2
key.keyboard.keypad.3
key.keyboard.keypad.4
key.keyboard.keypad.5
key.keyboard.keypad.6
key.keyboard.keypad.7
key.keyboard.keypad.8
key.keyboard.keypad.9
key.keyboard.keypad.add
key.keyboard.keypad.decimal
key.keyboard.keypad.enter
key.keyboard.keypad.equal
key.keyboard.keypad.multiply
key.keyboard.keypad.divide
key.keyboard.keypad.subtract
key.keyboard.down
key.keyboard.left
key.keyboard.right
key.keyboard.up
key.keyboard.apostrophe
key.keyboard.backslash
key.keyboard.comma
key.keyboard.equal
key.keyboard.grave.accent
key.keyboard.left.bracket
key.keyboard.minus
key.keyboard.period
key.keyboard.right.bracket
key.keyboard.semicolon
key.keyboard.slash
key.keyboard.space
key.keyboard.tab
key.keyboard.left.alt
key.keyboard.left.control
key.keyboard.left.shift
key.keyboard.left.win
key.keyboard.right.alt
key.keyboard.right.control
key.keyboard.right.shift
key.keyboard.right.win
key.keyboard.enter
key.keyboard.escape
key.keyboard.backspace
key.keyboard.delete
key.keyboard.end
key.keyboard.home
key.keyboard.insert
key.keyboard.page.down
key.keyboard.page.up
key.keyboard.caps.lock
key.keyboard.pause
key.keyboard.scroll.lock
key.keyboard.menu
key.keyboard.print.screen
key.keyboard.world.1
key.keyboard.world.2

LoopModes

List of valid LoopModes. Used within Blockbench animations.
LOOP
ONCE
HOLD

ParentTypes

List of valid ParentTypes. Used within ModelParts.
None
NONE
Head
HEAD
Body
BODY
LeftArm
LEFT_ARM
RightArm
RIGHT_ARM
LeftLeg
LEFT_LEG
RightLeg
RIGHT_LEG
LeftElytra
LEFT_ELYTRA
LeftElytron
LEFT_ELYTRON
RightElytra
RIGHT_ELYTRA
RightElytron
RIGHT_ELYTRON
Cape
CAPE
World
WORLD
Hud
HUD
Gui
GUI
Camera
CAMERA

PlayStates

List of valid PlayStates. Used within Blockbench animations.
STOPPED
PAUSED
PLAYING

PostEffects

List of valid PostEffects. Used within the RendererAPI.
notch
fxaa
art
bumpy
blobs2
pencil
color_convolve
deconverge
flip
invert
ntsc
outline
phosphor
scan_pincushion
sobel
bits
desaturate
green
blur
wobble
blobs
antialias
creeper
spider

RenderTypes

List of valid RenderTypes. Used within ModelParts.
CUTOUT_NO_CULL
CUTOUT
TRANSLUCENT
TRANSLUCENT_CULL
EMISSIVE
EMISSIVE_SOLID
END_PORTAL
END_GATEWAY
GLINT
GLINT2
LINES
LINES_STRIP

TextureTypes

List of valid TextureTypes. Used within ModelParts.
skin
cape
elytra
resource
texture